When an errant attempts to do something of which the result is uncertain and failure has consequences, they roll a twenty-sided die (d20) and attempt to roll lower or equal to a relevant attribute and above a difficulty value (DV). This is called a check.

If the DV of a check is less than 0, the check automatically succeeds.


Errants have four attributes, each of which is relevant for different types of checks. The ultimate decision of which attribute is relevant for the purposes of a specific check lies with the guide, though errants are free to plead their case.

  • Physique (PHYS) - used for checks relating to power, toughness, and endurance.

  • Skill (SKILL) - used for checks relating to quickness, precision, and perception.

  • Mind (MIND) - used for checks relating to knowledge, focus, and reason.

  • Presence (PRES) - used for checks relating to charm, confidence, and willpower.

Opposed checks

If two characters, whether they be errants or an errant and a non-player character (npc) are competing at the same task, they make an opposed check.

Both make a check and whoever rolls higher while still succeeding at the check wins. If both parties fail the check, the situation gets worse and more complicated for both of them. If the roll is tied, the guide may declare a draw, or ask for another opposed check.

saving throws

A saving throw is a special type of check that is made reactively to try and avoid or mitigate a negative effect, whether that be dodging from a dragon’s breath, avoiding falling into a spike pit, or ducking out of view of the guard who just rounded the corner.

When an errant or npc makes a saving throw against an effect caused by another errant or npc, unless otherwise stated, the DV is the renown or threat of that errant or npc. In all other ways, a saving throw functions as a regular check.

position & impact

Aside from setting the DV, the guide can also determine the position and impact of a check or saving throw based on the circumstances.

Position and impact do not change how difficult a check or saving throw is. Rather, they set the stakes for the outcomes of a check.

Position determines the outcome of failure. The default position is risky.

  • Shaky - not as bad as it could have been.

  • Risky - about what you expected.

  • Dire - worse than you even imagined.

Impact determines the outcome of success. The default impact is fair.

  • Strong - this went better than expected.

  • Fair - you got what you wanted.

  • Weak - not exactly what you hoped.


If a number needs to be divided, always round down, except in cases where a half die roll is called for (e.g. a d3, being a d6 divided by 2, or a d5, being a d10 divided by 2) in which case, round up.



There are four types of tracked time, known as turns.

  • Travel Turns - about four hours; used when travelling through the wilderness or other large distances. Errants generally take actions as a company.

  • Exploration Turns - about ten minutes; used when exploring dungeons or other sites of adventure. Errants generally take actions as a company.

  • Initiative Turns - about ten seconds; used during combat or other moments of intense action. Errants generally take actions as individuals.

  • Downtime Turns - about one month; used used in between adventures when resting at settlements or other long stretches of relative inactivity. Errants generally take actions as individuals.

Event Die

The event dice is a special type of dice that is rolled each travel, exploration, and downtime turn. After the errants declare their action(s) for a turn, the event dice, which are d6, are rolled to determine what events or complications occur during that turn (excepting downtime turns, where the event dice is rolled before the errants declare their actions).

If more than one event dice is rolled, take the result of the die with the lowest result.

During travel and exploration turns, roll an additional event dice for each company member whose encumbrance is greater than 4.

travel turns

2Rest (roll an additional event die next turn) or gain 1 exhaustion
3Deplete all rations or lower all supply by 1, ongoing effects or conditions end
4Local effect
5Encounter sign

Exploration turns

2Rest (roll an additional event die next turn) or gain 1 exhaustion
3Burn all light sources or lower all supply by 1, lower all durations by 1, ongoing effects or conditions end
4Local effect
5Encounter sign

downtime turns

6 Free

Reaction rolls

If the party encounters an npc(s) whose reaction to the company is uncertain or not obvious, the guide may make a reaction roll to determine their disposition by rolling 2d6 and consulting the following table.



To begin a negotiation the guide makes a reaction roll to determine the initial disposition of an NPC. If a reaction roll was already made, the guide can use the results of the previous roll.

An NPC’s initial disposition determines how many exchanges the NPC will tolerate before it tries to end the negotiation.

During a negotiation, exchanges are classified into five categories: banal, giving, taking, convincing, and bribe. When an errant says something, the guide considers which category that exchange most aligns with.

A banal exchange is simple, trivial conversation, small talk, and other such minutia. It requires no check, but launching into another type of exchange without first indulging in banalities is, depending on the context, likely to raise eyebrows, and may alter the DV, position, or impact of later checks.

A giving exchange involves ingratiating oneself with an NPC, whether by giving gifts, paying compliments, or simply laughing at a joke. It requires a check.

  • On a failure, or success with weak impact, the NPC is unimpressed by the effort.

  • On a success, the NPC enjoyed what was given, and their disposition increases by 1.

  • On a success with strong impact, the NPC is touched, and their disposition increases by 3.

A taking exchange involves attempting to get something from an NPC, generally something they may not want to give. This includes requesting aid, asking a personal question, intimidation, and so on. These exchanges are often difficult and risky. It requires a check.

  • On a failure at dire position, you’ve upset the NPC, and their disposition decreases by 3.

  • On a failure, the NPC refuses and their disposition decreases by 1.

  • On a failure at shaky position or success with weak impact, the NPC agrees to a compromise.

  • On a success, the NPC agrees to what you want.

  • On a success with strong impact, the NPC agrees, and offers to do more than asked for!

A convincing exchange involves attempting to get an NPC to agree to a viewpoint that is different from the one that they current hold, such as making an argument or telling a lie. These exchanges are often difficult and risky. It requires a check.

  • On a failure at dire position, you’ve offended the NPC, and their disposition decreases by 3.

  • On a failure, the NPC is insulted, and their disposition decreases by 1.

  • On a failure at shaky position or success with weak impact, the NPC is unconvinced, but not insulted.

  • On a success, the NPC is receptive, but requires proof.

  • On a success with strong impact, the NPC accepts what you said wholeheartedly.

A bribe exchange involves attempting to give an npc something of value, usually money, in an attempt to change their disposition. Whether or not an npc will accept a bribe, how they will react to it, how large of a bribe is appropriate, to what degree it will affect disposition, and so on is the purview of the guide, though they should give some indication of an npc’s inclinations to the errants, perhaps pending a successful check.


item slots

An errant has a number of item slots equal to their PHYS. These item slots represent how many items an errant can carry.

Most items take up one item slot, but may take up 2 or more item slots, or only take up ½ or ¼ of an item slot.

Worn items such as a normal set of clothes or other such insignificancies do not fill an item slot.

100 coins can fit in an item slot.

Two item slots are marked for hands, to represent what an errant is carrying in their hands. hand slots can be indicated by placing two dots next to the item(s) in the slot.

Up to four item slots may be marked as handy. These represent the items an errant has stowed on easily accessible locations on their body and can access instantaneously. handy slots can be indicated by placing one dot next to the item(s) in the slot.

Attempting to retrieve items in non-hand or handy item slots in time-sensitive scenarios such as initiative turns takes an action and has a 1-in-4 chance of successfully retrieving the correct item, with the chance increasing by 1 for each subsequent action.

All errants start with a backpack, so it is safe to assume that’s where most items that are not being worn or in hand & handy slots are being stowed.

If an errant, however, has no suitable container to carry all their items, they are limited only to their hand & handy slots.

Backpacks, sacks, pouches, and other such containers do not fill item slots themselves, though larger containers such as barrels and treasure chests do; these larger containers, however, can be used to carry items too large to fit in a standard backpack.


Fatiguing actions such as forgoing rest or being deprived of food and drink will cause characters to accrue points of exhaustion.

One point of exhaustion fills an item slot.

If an errant accrues exhaustion equal to their PHYS, they die immediately.


An errant gains 1 point of encumbrance for every 25% of their item slots they have filled (e.g. when an errant with 12 phys that has less than 3 item slots filled has 0 encumbrance; once 3 item slots are filled they will have 1 encumbrance, 2 when 6 are filled, 3 at when 9 are filled, and 4 when all their item slots are filled.)

Beyond this point, each additional item slot that is filled adds an additional point of encumbrance.

An errant with an encumbrance of 8 or greater is incapable of doing anything.

Each point of encumbrance increases the DV of checks and saving throws for physical activities such as dodging, climbing, sneaking, or swimming, as well as sorcery stabilization checks by 1.

Encumbrance also reduces an errant's speed.


Consumable items such as rations and ammunition have a value called depletion, which tracks how many uses those items have remaining.

When an item is used lower its depletion value by one.

Sorceries, miracles and other effects also have a depletion value, which tracks how long the effect will last.

When the event die calls for it, lower the depletion of any ongoing effects, sorceries, and miracles by 1.


Light sources such as candles, torches, and lanterns have a special form of depletion called burn.

Burn not only tracks the duration of a light source, but also its level of illumination.

Each point of burn represents enough illumination for one person.

If exact measurements are required, perhaps in combat, each point of burn illuminates an area 10 feet in diameter, centred on whoever is holding the light source.

If a torch or candle is deliberately snuffed, its burn becomes 0, and it cannot be relit. A lantern can be snuffed and relit at will.


Just how many torches, rations, healing kits, and so forth an errant decides to bring with them is represented by supply. Each point of supply costs 1 copper penny and takes up a ¼ of an item slot.

When an item’s depletion value reaches zero, an errant may spend supply equal to how many ¼ of an item slot the item takes up to restore that item’s depletion value to its maximum up

If they do not, that item is used up and removed from the errant’s inventory.

Supply can only be used to replenish an item already in an errant’s inventory; it cannot be used to create new items.

At the start of the next downtime turn, any remaining supply in an errant’s inventory is removed.


Each armour piece an errant wears grants them a certain number of blocks.

When an errant takes damage, if it makes sense to do so, they may choose an armour piece to block that damage with.

Each block they use from that piece of armour impairs the damage by 1 step, and is then removed.

An errant can only use one armour piece to block at a time.

Blocks can also be used to negate non-damaging harmful events if appropriate. For example, an errant pricked with a poison needle from a trapped lock may use a blocks from a glove to save themselves. If taking damage would incur an additional negative effect such as a spider’s poisoned bite or a ghoul’s paralysing claws, using a block negates that effect in addition to impairing damage.

When an errant rests they may use an armour repair kit to restore all their blocks.


Weapons fit into one of three categories.

Heavy weapons are melee weapons that require the use of two hands, such as polearms and longswords, or missile weapons such as longbows or heavy crossbows. They fill 2 item slots and do 1 extra damage.

Medium weapons are standard sized melee weapons, such as an arming sword or a hatchet, or missile weapons such as composite bows or light crossbows. They fill 1 item slot and receive no bonuses or penalties to damage.

Light weapons are small melee weapons such as daggers or hand-axes, or missile weapons such as darts, blowguns, or hand crossbows. They fill ½ an item slot and reduce damage by 1 (to a minimum of 1).

An errant may wield a melee weapon in each hand so long as one weapon is medium or light and the other is light. When doing so, light weapons do not receive the normal 1 point damage reduction.

Missile weapons can be fire at the following ranges, measured in either feet or yards depending on whether combat is occurring in a confined arena or an open one. Targeting something within a weapon’s extended firing range causes the damage to be impaired one step.

TypeNormal rangeExtended range

Though no mechanical distinction is made between different types of weapons other than which category they fall into, the guide should consider the benefits and drawbacks of weapons in different circumstances. For example, polearms and whips have extended range; thrusting weapons are effective in tight quarters; daggers are easy to smuggle; firearms are loud; spears and whips are effective at tripping. At the guide’s discretion they may rule that, based on the weapon and the circumstance, damage may be enhanced or impaired, a condition may be inflicted, or the position or impact of a gambit may be changed.

quality & breakage

The measure of a weapon or armour piece’s durability is known as quality. Buying items at the listed prices below assumes that items are of average quality. For weapons and armour, an errant can choose to pay either half the price to purchase an item of shoddy quality or double the price to receive an item of masterwork quality.

A shoddy item has 1 quality, an average item has 2 quality, and a masterwork item has 3 quality. Shoddy items have 1 fewer rarity, and masterwork items have 1 additional rarity.

When an errant rolls a 1 on their damage die as part of an attack, the weapon used has its quality reduced by 1. If the attack involves multiple dice, reduce the quality by 1 for every 1 rolled.

When an errant blocks damage with armour, if the damage rolled against them is that die's maximum damage, reduce the quality of that armour piece by 1. If the damage being rolled against an errant consists of multiple dice, reduce the quality of that armour piece by 1 for each die that rolls its maximum damage. Damage that is impaired down to dealing 1 damage counts as dealing maximum damage.

When an item reaches 0 quality, it is destroyed. The quality of an undestroyed weapon or armour piece can be restored by hiring an armourer during a downtime turn.

All other items can be assigned a breakage value, represented as a chance in six, to measuring how likely they are to break when damaged or subject to situations where they are liable to break.

magic weapons & armour

All magic items are masterwork quality.

Weapons that confer a plus bonus (e.g. +1 to +3) have that many true strikes, which can be used to deal maximum damage across all damage die. A true strike can be used after damage has been rolled. true strikes replenish after a downtime turn.

Armour pieces that confer a plus bonus (e.g. +1 to +3) have, in addition to its normal amount of blocks, that many deflects. One deflect can be used to completely negate any incoming damage or other harmful negative effect. A deflect can be used after damage has been rolled. deflects replenish after a downtime turn.


settlement types

The quality of truck and barter that can occur is dependent on the size of a given area’s economy, which is indicated by its settlement type. The criteria for determining settlement type is dependent on your campaign world and its relative level of population, but the following may serve as a general guideline:

1Hamlet10 or so souls.
2Village100 or so souls.
3Town500 or so souls.
4City1,000 or so souls.
5Metropolis 10,000 or so souls.


Items and retainers have a rarity rating between 1 and 5, corresponding to settlement types; 1 is hamlets, 2 is villages, 3 is cities, 4 is towns, and 5 is metropolises.

Items and retainers of a certain rarity can be freely bought and sold in the settlement type they correspond to and all larger settlements (e.g. rarity 3 items can be found in towns, cities, and metropolises).

Rarity also determines the resale value of used or previously owned mundane goods: a Rarity 1 item carries 10% of its original worth, while a Rarity 5 item carries 50% of its original worth.

Rarity can also be used to determine the availability of a given item. Even in a settlement where items of a given rarity are available, not all items will be equally available, nor present in unlimited quantities. If the guide feels it appropriate, they may have an errant test the availability of an item when they attempt to purchase it.

To test the availability of an item, roll a d100: a rarity 1 item has a 90% chance of being available, whereas a rarity 5 item has a 50% chance of being available.

If an item is unavailable, its availability can not be tested for again until the next downtime turn.

Items and retainers of a higher Rarity then the settlement type one is in or that are otherwise unavailable may potentially still be bought, sold, or hired, though it will take effort, time, and money on the part of the errants. Items will likely have to be commissioned, bartered, or haggled for, and skilled retainers specifically sought after.


The standard trade coin is the copper penny. The prices for all items listed below are given in pennies. Ten copper pennies makes a silver shilling, and ten silver shillings makes a guilder.


Each settlement has a set amount of supply that can be purchased in between downtime turns, based on its settlement type. When this amount has been reached, no further supply nor any item requiring supply to replenish can be bought.

When errants buy a certain amount of supply, inflation occurs; first prices double, then they quadruple, then sextuple, and so on.

Inflation affects adjacent areas; areas one hex adjacent to the source of inflation have prices one lever lower, and hexes adjacent to those haves prices one level lower still. So if a city had prices sextupled, then in all the hexes adjacent to that city, prices would be quadrupled, and in the hexes adjacent to those, doubled; beyond that, prices would be normal.

So long as errants don’t increase the inflation level, it drops by one level per downtime turn.

2x 4x6x8x10x12x


armour, head


armour, hand


armour, feet


armour, shoulder


armour, torso

Gambeson1501 2 2
Bardingx4x4As typeAs type +1

armour, shield

Shield, small50142
Shield, large2502 (Hand+Handy)63


Ammunition & Quiver10101-1


Sack, oilskin10-2


Flask, lantern oil15412


Air bladder5-12
Acid, vial500011/23
Alchemist's fire1000114
Bear trap20-14
Bomb, Dragon's Breath1500125
Chain, per foot5-12
File, metal5-1/41
Gear, Climbing50-12
Gear, Fishing10-11
Grappling hook15-12
Grease, black111/42
Horn, hunting20-11
Holy water250111
Kit, armour repair200112
Kit, healer's200113
Ladder, 10'30-22
Ladder, collapsible, 10'150-Collapsed: 1 Retracted: 23
Magnifying glass250-1/43
Padlock & key20-12
Poison, weak50011/23
Poison, strong100011/24
Pole, collapsible, 10'10-Collapsed: 13
Retracted: 2    
Pole, vault10-21
Potion, weak500114
Potion, strong1000115
Rope, 50'15-1/21
Sponge, large10-1/21
Tent, grand1000-23
Tent, pavilion2500-34
Tent, personal50-12
Twine, 300'5-11


Block & tackle5-11
Iron plough150-52
Kit, alchemist's200-13
Pick, heavy10-21
Pick, medium5-11
Scales, merchant's 25-1/23
Tongs, Iron10-12
Tack, Exotic1000-84
Tack, Military500-63
Tack, Pack50-31
Tack, Riding250-52
Tools, burglar's 200-13
Tools, professional's200-13


Bacon, side10-12
Beer, pint1-11
Bread, loaf1-11
Cheese, wheel5-22
Cider, 4 gallons10-12
Cod, whole20-12
Eggs, dozen5-11
Feed, animal10411
Flour, 5 pounds1-11
Fruit, dried per pound5-12
Garlic, bunch5-1/42
Grain, bushel1-11
Herbs, common5-1/41
Kit, mess5-1/21
Lard, 5 pounds1-11
Meal, standard5-12
Meal, horrid1-11
Meal, fancy30-13
Meal, rich150-14
Onions, bushel5-11
Salt, bushel5-11
Spices, pound100-13
Sugar, pound15-12

vain items

Book, blank300-13
Book, reading600-13
Book, occult3000-14
Case, scroll20-1/22
Dice, loaded5-1/41
Face paint/make-up10-1/21
Jewels, fake50-1/43
Map, kingdom1000--3
Map, local50--3
Mirror, hand, glass15-13
Mirror, hand, silver75-13
Mirror, hand, steel5-12
Paper, stack1--2
Perfume, cheap25-1/22
Perfume, fancy500-1.23
Playing cards, extra ace5--2


Horse, draft5002
Horse, riding10003
Horse, war75004


Chariot 2503
Sailing ship75004




Inn, poor1/night1
Inn, average5/night2
Inn, secure10/night3
Inn, fancy25+/night3
Inn, extravagant100+/night5


Row house12002
Craftsman's house24003
Merchant's house72003
Stone tower48,0004
Imperial palace750,0005

Prices for buildings are the costs of construction. Prices to buy or rent may be more or less. Rarity for buildings is the settlement type in which they may be bought or rented; buildings can otherwise be built in any settlement type, provided land and labour is available. Buildings always carry their original worth for resale.


retainer prices

Accountant50 per 1000 handled4
Animal handler4003
Factor100 per 1000 handled3
Mercenary, lieutenant4003
Mercenary, captain8003
Sailor, captain5003
Sailor, navigator2003

Retainers marked with an * can be hired daily at 1/10 of monthly wage per day.

retainer descriptions

There are four different categories of retainers.

Hirelings will go an adventures with an Errant, but will not participate in combat. An errant can have a number of hirelings in their employ equal to their PRES.

Hirelings, unless otherwise noted, have an 8 in all their attributes.

  • Guide: When travelling with the company in an area they are familiar with, they reduce the DV of all navigation checks by 4. They will also note any points of interest and answer questions about the area.

  • Porter: Will bear torches, shields, and any other equipment or luggage an errant chooses to saddle them with. They have 4 more item slots than a normal hireling (this does not affect their PHYS or HP).

  • Teamster: Drives vehicles in the wilderness and secures the load of pack animals. Pack animals that are not being ridden have their item slots increased by 20, and vehicles have their breakage reduced by 1.

Specialists do not go on adventures, instead remaining in a settlement and performing specific functions. An errant can have a number of specialists in their employ equal to their PRES.

  • Accountant: Reduces the amount of money lost due to lifestyle from half to a quarter. Payment based on the amount of money left at the end of a downtime turn before it is reduced due to lifestyle.

  • Alchemist: Can create alchemical items.

  • Animal Handler: Can train animals.

  • Architect: Doubles rate of construction for buildings.

  • Armourer: Can make crafting checks for weapons and armour, paying only 25% for materials. Restores quality of all weapons and armour for PCs at the end of a downtime turn.

  • Bard: Each bard on retainer provides one rumour per downtime turn. Each bard on retainer also adds +1 to a proclamation roll, to a max of +3

  • Craftsman. Can make crafting rolls for their profession.

  • Factor: Buys and sells items for you. Can buy and sell items of a rarity value 1 higher than the current settlement, given a downtime turn, using normal rarity rates. Can also find a buyer for treasure.

  • Jurist: Necessary to bring a legal trial to action or to mount a defense. Each additional jurist adds +1 to the roll, to a max of +3.

  • Labourer: Performs manual labour, such as building structures, harvesting resources, clearing obstructions, or serving as an oarsman.

  • Physician: Can treat 1 disease or injury per downtime turn.

  • Sailor: Needed to crew marine vessels for sailing. Each crew needs a captain.

  • Sage: Can be a source for investigations for their area of expertise. Each additional sage with relevant expertise for an investigation adds +1 to the roll for investigation attempts, to a max of +3.

  • Scholar: Can conduct investigations.

  • Surveyor: Needed to survey an area during expeditions.

  • Spy: Allows for the target they are spying on to become a source for investigations. Each additional spy that is engaged to spy on the same target adds +1 to the roll for investigation attempts, to a max of +3.

Mercenaries are hired soldiers who won’t go in to dungeons, but will form warbands, go to battle, and serve in expeditions. When directly commanding mercenaries in a warband an errant can command a number of mercenaries equal to their PRES.

  • 20 mercenaries make a squad; of these 1 must be a lieutenant.

  • 80 mercenaries make a company; of these, 4 must be lieutenants and 1 a captain.

  • Battle prices double of what is listed.

Henchmen are NPCs which will delve into into dungeons to adventure, and engage in combat; they receive at least half a share of treasure at least, half of which they gain as XP.

Henchmen are essentially simplified versions of errants. Unlike other NPCs which engage in combat, henchmen do not have a threat level, but instead have renown as errants do. They also have attributes, randomly determined, in the same manner as errants, and derive values such as their HP, item slots, and speed from their attributes in the same manner as errants; they have a damage die and use weapons and armour in the same manner as errants.

If a henchman's renown ever exceeds that of the errant who hired them, they will depart the company. An errant can have a number of henchmen equal to their PRES divided by four.

Henchmen come in three varieties.

  • Warriors have a d8 damage die. They can make a number of attacks equal to their renown divided by 3. They have a number of combat dice equal to their renown, and know the smite, grit, and sprint feats. Combat dice replenish after a night's rest

  • Specialists have a d6 damage die and can sneak attack. They have a expertise in a number of proficiencies equal to their Renown; they can not gain mastery in any of these proficiencies. Once in between downtime turns, they may choose to automatically succeed on a check related to one of their proficiencies a number of times equal to their Renown.

  • Magic Users have a d4 damage die. Each magic user has a particular specialty, such as illusions, pyromancy, necromancy, and so on. A magic user has a number of powers related to their specialty equal to their renown; these are simple abilities with one or two sentence effects such as "creates a wall of hypnotic lights", "hurls a great ball of fire", "raises a number of corpses from the dead", and so on. Each of their powers must be distinct. Each day, they may use each of their powers once. In terms of damage, healing, creatures effected, range, and so on, powers scale the same as sorceries.

retainer availability

The number of retainers available each downtime turn is determined by settlement type.

  • A hamlet has d4 hirelings and d4 specialists available.

  • A village has d6 hirelings and d6 specialists available.

  • A town has d8 hirelings, d8 specialists, and d8 x 10 mercenaries available, of whom 10% will be lieutenants and 5% will be captains.

  • A city has d10 hirelings, d10 specialists, and d10 x 10 mercenaries available, of whom 10% will be lieutenants and 5% will be captains.

  • A metropolis will have d12 hirelings, d12 specialists, and d12 x 10 mercenaries available, of whom 10% will be lieutenants and 5% will be captains.

An errant can choose to spend money advertising for available positions during a downtime turn: for each 100p spent, add +1 to a roll for a given retainer type, or attract 1 interested henchman, up to the maximum for the settlement’s die size (e.g. in a village an errant could spend up to 600p advertising for a bonus of +6).

Advertising for retainers does not count as an action in downtime turns.

The types of retainers available in a given settlement is determined by their rarity.

The renown of an interested henchmen is determined by settlement size.

  • Henchmen in hamlets are always renown 1.

  • Henchmen in villages are renown d2.

  • Henchmen in towns are renown d3.

  • Henchmen in cities are renown d4.

  • Henchmen in metropolises are renown d5.

Unlike other retainers, henchmen do not automatically accept an offer of employment. Instead, the errants must engage in a negotiation with the henchmen, offering them a salary and a share of the treasure (a half share is considered the standard amount). A botched negotiation may lead to that henchmen bad-mouthing the errants to other potential recruits.

To determine the archetype of a henchman, roll below.

d10Henchmen Archetype
9-10Magic User

retainer morale

Retainer morale is determined by the PRES of the employer, as well as a variable modifier determined by rolling 2d6. For each 25% increase in salary offered or equivalent bonus or benefit, add +1 to the 2d6 roll, up to max of +3.

Morale BaseVariable

At the start of each downtime turn, the guide should review the morale of all retainers and adjust it up or down based on their treatment and experiences; they may then, if they feel it is appropriate, make a morale check for any retainers to see whether they remain in employ.

Hirelings, mercenaries, and henchmen also make morale checks while adventuring, if the situation calls for it.


determine attributes

To generate an errant’s attributes, roll 4d4 and record the scores for each attribute in this order: PHYS, SKILL, MIND, PRES. Afterwards, you may choose to swap the scores of two attributes


Choose your errant’s heritage, decide which of the four ancestry templates best matches it, and roll for your minimum starting age (you can choose to be older, but not younger).

  • Tough (dwarves, orcs, etc.) - once per session, when you would be reduced to 0 hp, you may choose to be reduced to 1 hp instead. Min. Starting age: 2d20+10.

  • Arcane (elves, demons, etc.) - once per session, you can attempt to perform a minor magical feat related to your ancestry: roll 2d6 and add your renown, on a 10+ you succeed, on a 7-9 a complication occurs, on a 6 or lower, failure. Min. Starting age: 3d20+10.

  • Cunning (halflings, goblins, etc.) - once per session, you may reroll any d20 roll. Min. Starting age: 1d20+10.

  • Adaptable (humans, half-humans, etc.) - once per session, you may choose to use one attribute for a check in lieu of another. Min. Starting age: 1d10+10.

determine failed profession

Roll on the Failed Professions table or choose a background for what your errant did before they became an adventurer.

choose archetype

Choose one of the four archetypes to play as.

  • The Violent, capable of great feats in combat.

  • The Deviant, cunning experts and masters of skills.

  • The Zealot, agents of their covenants empowered to perform miracles.

  • The Occult, casters of sorceries and creators of grimoires.

starting equipment

All errants start with:

  • A backpack

  • A medium weapon of their choice (1 item slot).

  • A quiver of ammunition, if needed (1 item slot, depletion 10).

  • A bedroll (1 item slot).

  • A torch (1/2 item slot, burn 2)

  • 50’ of rope (1/2 item slot).

  • A mess kit (1/4 item slot).

  • A tinderbox (1/4 item slot).

  • Rations (1/4 slot, depletion 2)

  • A waterskin (1/4 item slot).

  • 4 supply (1/4 an item slot each).

In addition to equipment based on their archetype

  • The Violent starts with either a heavy weapon (2 item slots) or a small (1 item slot, 4 blocks) or large shield (2 item slots, 6 blocks).

  • The Deviant starts with either burglar’s tools (1 item slot) or alchemist’s tools (1 item slot).

  • The Zealot starts with one of their relics (1 item slot)

  • The Occult starts with the four grimoires of their starting sorceries (1/4 item slot each).

An errant may also choose to roll on the Keepsakes table to determine a unique random starting item, which does not fill an item slot.


All errants can speak whatever the common language of their region is, as well as any language related to their ancestry. In addition, for every point of MIND above 10, an errant may specify another language known.


Finally, note any other important information an errant may need to know.

  • Their HP is equal to their PHYS.

  • How many item slots they have, which is equal to their PHYS

  • Their speed, which is equal to their SKILL minus encumbrance, divided by four.

  • Their alignment, which starts at N0, except for zealots who belong to lawful or chaotic covenants, who start at either L1 or C1 respectively.

  • Their damage die and any other abilities granted to them by their archetype.

Failed Professions

d100Failed Professiond100Failed Profession
1Acrobat51Ice cutter
5Armpit hair plucker55Knocker-upper
6Baker56Leech collector
7Ball-fetcher57Market guard
9Barrel maker59Mountebank
10Beadle60Mushroom farmer
11Bee exterminator61Nanny
12Beekeeper62Orgy planner
13Beggar63Ostrich wrangler
14Belt maker64Owl vomit collector
15Busker65Palanquin bearer
16Carcass collector66Peddler
19Cherry picker69Portraitist
20Chimney sweep70Powder monkey
23Confectioner73Rat catcher
27Cup bearer77Scribe
28Cutlery vendor78Scullion
29Cutpurse79Seed counter
30Ditch digger80Snake milker
31Dog walker81Smuggler
32Dog whipper82Sophist
35Executioner85Stone eater
36Fish gutter86Sycophant
40Fortune teller90Tinker
41Funeral clown91Toad doctor
42Galley rower92Tosher
43Gambler93Town crier
44Glove maker94Urinatores
46Grave digger96Water carrier
48Haberdasher98Whipping boy
49Hoof trimmer99Whiffler
50Hunter100Worm rancher


1The sword of the hero Black Mask. Useless, but looks really cool.
2A big, floppy cork hat. Waterproof.
3A strange pair of boots, with four wheels attached to each sole.
4A jar of pungent pickled eggs, given to you by a stranger on a carriage.
5A pair of cozy, woolen socks.
6A bucket filled with crabs.
7A goblin child: it is convinced you are its mother.
8A case of costume jewelry. Worthless, but convincing from a distance.
9A deck of cards with an extra ace.
10A banned edition of the major holy text of the land, filled with heretical dogma and apocryphal stories.
11A large hoop skirt, big enough to hide a small child in.
13Black leather boots, knee high. Black leather gloves, elbow length. A riding crop. A gag.
14Just two guys, ready to help you out. They’re burly, they’re brawny, they’re best friends.
15A coat you stole from a disgraced magician. Full of kerchiefs, dead doves, and other miscellanea.
16The signet ring of an unknown king.
17A dwarven treasure dog, loyal but cowardly.
18A pouch of firecrackers
19A dolorous cow.
20A link of 12 hard sausages.
21A bottle of incredibly fine whiskey, which you clearly stole.
22A 10’ spool of thin, copper wire.
23A pincushion, filled with pins.
24The finest ham in all the land, smoked by the man, Pitmaster Sam!
25A long, strong elastic cord.
26A bowling ball.
27A small vial of acid. Very corrosive.
28A bag of chili powder.
29Needle and thread.
30A wig of beautiful golden hair. Reaches down to your ankles.
31A bag of beloved marbles that you won from a child.
32Several small jars of bright acrylic paints.
33An unnerving and upsettingly lifelike puppet.
34Incredibly avant-garde and impractical clothes that no sane person would be willing to purchase.
35A small bag of incredibly pungent and heady herbs. When burned, even smelling the smoke is enough too intoxicate someone.
36A package, addressed to someone you don’t know, in some place you’ve never heard
37A rake.
38A bottle of lubricant, suitable for internal, external, and industrial use.
39An extremely springy spring.
40A mechanically articulated hand attached to a stick. All of the fingers can be controlled independently, though it is quite confusing to operate.
41A lump of clay.
42A wind-up music box.
43A tube of fast-drying, industrial strength glue.
44A pair of stilts.
45A book of fiery, righteous political polemic.
46A pair of tinted spectacles.
47A very fine squash.
48A vial of medicine, syrupy and sweet. Makes one quite drowsy.
49A bag of flour.
50A plague doctor’s mask, stuffed with fragrant herbs.
51A wheel of aged Grey Matter, the mouldiest cheese in the world. Causes intense hallucinations.
52A pouch of laxative powder.
53A snorkel.
54A worn, dog-eared copy of the novel “Lust & Larceny, the Trysts of the Amorous Elven Thief, Vol 1.” While lowbrow, the book is incredibly engrossing, and hard to pull yourself away from.
56A jug of genuine wolf piss.
57A fire-squirt.
58A bottle of rat poison.
59A pouch of beans.
61A few pamphlets of surprisingly convincing conspiracy theories.
62A pot labelled rice pudding that is actually filled with liquid cement.
63A glass case of pinned butterflies.
64Two magnetic spoons.
65A collapsible walking cane.
66Priest’s vestments.
67A game with stone pieces and a cloth board. The accompanying instruction booklet is full of poorly worded, incomprehensible, and contradictory rules.
68A trio of newborn puppies.
69A small glass cylinder, rounded at the tips. Quite phallic.
70A sachet of dried cooking herbs.
71Packets of various coloured dye powders.
72A thick, heavy blanket you’ve carried with you since childhood.
73A hand-bound notebook, containing six quite touching love poems. The names of the beloved in each poem have been crossed out and rewritten multiple time.
74A set of clothes lined with fleece. Very warm.
75A dismembered pinky finger, with a long painted red fingernail.
76The flu.
77A small sundial attached to a wrist strap.
78A booklet of various fashionable hair, beard, and moustache styles.
79A crystal monocle, also useful as a lens.
80A polished, metal hand mirror.
81A delicious cake, baked for you by your sweetheart.
82An incredibly belligerent goose.
83A four leafed clover.
84A packet of saccharinely sweet lollipops.
85A large bar of hard soap, floral scented.
86A bag of small ceramic balls, which explode in a blinding flash of light when thrown.
87A small tube of pale pink face paint.
88An umbrella.
89A tub of styling gel.
90A rapidly decomposing fish.
91A bottle of incredibly pungent perfume.
92A trained messenger pigeon.
93A fine-mesh net.
94A pouch of itching powder.
95A hand drum.
96A dozen angry hornets in a jar.
97A wind-up clockwork toy.
98Your dad. Capable of criticizing anyone till they feel incompetent and worthless.
99A jar of sweet, sticky honey.
100A set of loaded dice.



The measure of an errant’s fame, notoriety, and power is their renown. An errant begins at renown 1.

If an errant ever wishes to see if someone has heard of them (if it is not already obvious), they may roll a d10 and attempt to roll below than their renown; if they are successful, their reputation precedes them.

An errant increases their renown by gaining experience (xp), as shown on the table opposite. An errant gains 1 xp per penny they waste.

When an errant’s renown increases, two of their attributes increase by 1. The rest of the company decides the first attribute which increases, based on their recent performance. After this, the errant may themselves decide the second attribute which increases; they may not select the same attribute the company selected.

In addition, errants also gain xp when anything they have invested in is unintentionally destroyed or becomes unusable, even temporarily.



When an errant reaches renown 2, they become notable enough that they may, if they wish, attract an adjutant.

This essentially turns one errant into two, as a player may control both their errant and their adjutant.

The adjutant always starts at renown 1, and can never be the same renown as the errant to whom they are attached.

An errant and their adjutant divide xp among themselves, with the errant receiving ¾ of the xp, and the adjutant receiving the remaining ¼.

An errant may only ever have one adjutant in their lifetime, and should they perish, they can not be replaced.


Players are encouraged to maintain a roster of several errants which they can choose to play.

Errants of high renown may often find themselves occupied for multiple downtime turns in important matters, and during these periods a player can send their lower renown errants off on adventures in their stead.

Players can pass items and information freely among the errants in their roster, provided they are in the same place in the game world.

Players may only swap control among errants in their roster when it makes sense to do so (e.g. generally not in the middle of an adventure) and can only do so once per game session.


the violent

RenownAttacksFeatsCombat Die

Damage die: d8

Extra Attacks: When you reach renown 3, and every third time your renown increases thereafter, the number of attacks you can make increases by one.

Feats: You have a number of combat die, which are the same size as your damage die. These combat die can be expended to perform feats.

The number of feats you can use in one initiative turn is equal to the number of attacks you can make.

At renown 1 you have 2 combat die. You gain an additional combat die each time your renown increases. combat die replenish after a night’s rest.

At Renown 1, you know these 3 feats.

  • Smite: When you make an attack, you may roll a combat die and add it to your damage.

  • Grit: When you take damage, you may roll a combat die and reduce the incoming damage by the amount rolled.

  • Sprint: When you move, you may roll a combat die and add the result to your movement roll.

At every even renown level, you can learn a new feat from the list below or devise your own with approval from the guide:

  • Avenge: When an ally takes damage, you may expend a combat die and immediately make an attack against the enemy that targeted them.

  • Cleave: Expend a combat die. This initiative turn, whenever you reduce an enemy to 0 HP you may make another attack.

  • Command: Roll a combat die. In place of one of your attacks, you allow one of your allies to attack, with a bonus to damage equal to the number rolled.

  • Exert: Expend a combat die. This initiative turn, you may make as many attacks as you wish, but each attack you make past your normal amount deals equal damage to you.

  • Goad: Expend a combat die. This initiative turn, all enemies must target you.

  • Intimidate: Roll a combat die. Your next attack causes enemies to make a morale check (see p. x) with a penalty equal to the number rolled.

  • Protect: When an ally takes damage, you may roll a combat die and reduce the damage taken by the number rolled.

  • Resist: When you fail a saving throw, you may expend a combat die and re-roll it.

  • Strategize: Roll a combat die. The next time you perform a gambit (see p. x) the DV of the enemy’s saving throw is increased by the amount rolled and the check is made at dire position and weak impact.

  • Surge: Expend a combat die. This initiative turn, you can make an additional action, which can not be used to attack.


the deviant

RenownProficiency PointsJettons

Damage die: d6

Sneak attack: When you attack someone unaware of your presence, roll two damage die.

Proficiencies: You start with 2 proficiency points at renown 1,
and gain a proficiency point each time your renown increases.

A proficiency point may be spent to gain expertise in any of the
following proficiencies, or a proficiency of your own devising with approval from the guide.

Expertise reduces the DV of all checks (but not saving throws) relating to that proficiency by 2.

Spending an additional proficiency point on a proficiency you have Expertise in grants you
Mastery, granting unique abilities and changes the position of all
checks relating to that proficiency to shaky, and the impact of all
checks relating to that proficiency to strong.

When making a check related to one of your proficiencies, you may
always use SKILL as the attribute.

AnatomyChecks related to alchemy, barber-surgery, cooking, autopsies, etc.Alchemist: When you use an alchemist’s kit you can store 6 ingredients rather than 4.
AwarenessChecks related to investigating a room, checking for traps, detecting hidden characters, appraisal, etc.Scout: You may still take actions even when surprised.
EngineeringChecks related to disarming traps, lockpicking, architecture and dungeoncraft, demolitions, etc.Locksmith: When lockpicking you may ignore the first jam.
FitnessChecks related to climbing, running, jumping, acrobatics, etc.Fleet-footed: So long as your encumbrance is less than 5, it does not affect your speed.
LoreChecks related to history, religion, philosophy, arcane knowledge, etc.Scholar: You can cast sorceries from grimoires and can use any magic item, regardless of restriction; your sorcery duration is 1 and your renown is halved for the purposes of determining sorcery effects such as damage and range.
Sleight-of-handChecks related to pickpocketing, legerdemain, misdirection, escape artistry, playing musical instruments, etc.Pack Rat: You can retrieve any item in any item slot instantly.
SpeechcraftChecks related to bartering, haggling, deceiving, persuading, intimidating, performing, etc.Socialite: All reaction rolls for NPCs interacting with you are rolled with 3d6.
StealthChecks related to hiding, moving silently and unseen, blending in with a crowd, masking your presence, etc.Assassin: You roll 3 damage die when making a sneak attack.
SurvivalChecks related to tracking, navigating, foraging and hunting, animal handling, etc.Beast Master: You gain an animal companion. It takes its own actions during initiative turns, though it obeys all your commands. All checks made by your animal companion are resolved using your SKILL; it has HP equal to your SKILL, and a damage die of d6, and can perform sneak attacks; it also receives the benefits of any of your proficiencies, if applicable. If your animal companion dies, you gain a new one at the start of the next downtime turn.

Jettons: You have a stack of jettons (best represented by poker
chips), which you can use in two ways.

You can spend jettons to reduce the DV of checks (including saving throws) related to your
proficiencies; each jetton reduces the DV of the check by 1.

You can spend jettons to make a wager. When you make a wager, make a claim relating to one of your proficiencies, such as “I can climb that sheer cliff”; “I know how to disarm this trap”; “I’ve packed just the thing we need”; “I’ve already stolen their weapon”; or “I bribed that guard yesterday.”
You can make any claim so long as it at least flirts with the realm of
possibility. Roll a d10, with your chance to succeed being the number of jettons you spent (e.g. if you spent 5 jettons, you would have a 5- in-10 chance of success).

If you succeed on the roll, your claim is true; if you fail, you suffer the consequences decided upon by the guide, which will usually take the form of a counter-claim.

When you make a wager, you may ask the guide for a devil’s bargain: they will also roll a d10, though they will keep the result hidden from you. When you roll for your wager, you may choose to take either the die you rolled or the die the guide rolled to determine if you are successful.

If you choose the die the guide rolled and are successful, you regain a number of jettons equal to the difference between your
roll and the guide’s. However, if you choose the guide’s die and fail,
the consequences will be far worse.

You regain all your jettons at the start of a downtime turn.


the zealot

RenownFavourRelicsMiracle Depletion

Damage die: d6

Covenant: You pledge yourself to a covenant, which grants you blessings and the power to perform miracles.

Favour: Your standing with your covenant is represented by your favour, which you can spend to power your relics and empower your miracles.

Any spent favour is regained at the start of a downtime turn.

The amount of favour you have increases with your renown, and can be further increased by performing actions that please your covenant.

Relics: You can attune to relics, mystical tools consecrated in the name of your covenant. At renown 1, you may attune to one relic.

When you reach renown 3, and every third time your renown increases thereafter, the number of relics you can attune to increases by 1.

Any item can be consecrated as a relic, provided it meets the following requirements: a blade must have at least an edge or a sharpened point, and a wand must have neither; a shield must offer some form of protection and a cup must be able to hold liquid.

It costs 200 pennies and takes one travel turn to consecrate an item as a relic. You may un-attune from a relic but doing so requires it be consecrated again to re-attune.

Each relic also grants a special ability.

  • Blade: When you deal damage, you can spend favour to inflict a condition on your opponent. This condition is chosen when the relic is attuned to. The condition lasts for a number of initiative turns equal to favour spent.

  • Wand: When a character makes a check, you can spend favour to reduce the DV of that check by an amount equal to favour spent.

  • Shield: When you or an ally takes damage, you can spend favour to impair that damage a number of steps equal to the favour spent.

  • Cup: You can spend favour to grant a number of allies, equal to the amount of favour spent, immunity to a condition. This immunity has a duration equal to your miracle duration.


the occult

RenownPrepared SorceriesSorcery DepletionStabilizeMaleficenceRetorts

Damage die: d4

Sorcery: You can cast sorceries. You begin play with the four grimoires in your possession, whose sorceries you have already learned.

A sorcery may be cast by directly reading it from a grimoire, once per day. Doing so takes two actions during an initiative turn.

Each day you may also prepare a certain number of sorceries, which allows you to cast them without referencing a grimoire. Doing so takes one action during an initiative turn. You may prepare the same sorcery multiple times.

If a sorcery has an ongoing effect, its duration is determined by your sorcery duration.

When you cast a prepared sorcery, you may make a MIND check with a DV equal to your stabilize value plus your encumbrance. If you succeed, you may safely cast that sorcery again.

If you fail, that prepared sorcery has become unstable, and casting it again risks miscasting.

To avoid miscasting, you must succeed on a MIND check with a DV equal to d20+the number of times that sorcery has been cast since becoming unstable.

Maleficence: You can invoke maleficence. Any number of prepared sorceries can be made unstable in order to make an attack which deals damage to all within an area, with a saving throw allowed for half damage.

The range and area of effect of your maleficence is the same as that of a sorcery.

Your maleficence deals 2d6 damage for the first prepared sorcery made unstable, plus an additional d6 damage for each additional prepared sorcery that is made unstable.

When you reach renown 3, and every third time your renown increases thereafter, the damage of your maleficence increases.

Your maleficence is unique and the manner in which it deals damage should be defined by a one word descriptor (e.g. lightning, fire, necrosis).

Retort: When an enemy casts a sorcery or some other magical effect, you may use a retort to cast a prepared sorcery in response; a prepared sorcery cast this way is automatically made unstable.

You may only use one retort per initiative turn.

When you reach renown 3, and every third time your renown increases thereafter, the amount of retorts you can use in an initiative turn increases.


covenants & miracles

The Zealot does not have a set list of spells which they can perform, as in some other games. Rather, they pledge themselves to a covenant, which may be the cult of a deity, or even a philosophy or ideology to which they are entirely devoted.

Every covenant has 3 or 4 eminences: subjects or concepts which they are associated with and hold power over. The covenant of a sun god, for example, may have eminences in light, fire, and growth.

The Zealot can at any time attempt to perform a miracle, a supernatural feat that is related to their covenant’s eminences. They may, for example, make the light of their lantern shine brightly enough to blind an enemy, or a tree to grow taller so they can climb to a high spot.

To perform a miracle, The Zealot rolls a d6 plus an additional d6 for each relic to which they are attuned, and sum the result. High rolls indicate success, while low rolls presage failure, doom, or even death.

Miracles are broken down into 4 power levels known as doctrines. The more powerful the miracles, the higher the doctrine, the higher the roll needed for success.

When The Zealot describes the miracle they wish to perform, the guide will determine what doctrine it falls under. Each doctrine lists examples of miracles which fit into their power level.

Favour can be used to increase the result of a miracle roll. By performing actions that please their covenant, the zealot may permanently increase their amount of favour. The zealot is free to argue their case around whether an action ought to award increased favour, but the final decision, as always, rests with the guide.

The zealot can also attempt to heal their allies by performing beneficence, which works much the same way as performing a miracle.

The zealot also receives 2 blessings specific to their covenant, special abilities which they can use at will.

The full extent of these blessings, as well as the full rules for performing miracles and beneficence, are delineated in the testament of their covenant. One such testament follows.

the guide may wish to have some covenants prepared for their players to select from, or they may allow players to create their own covenants. For the latter option, there is no need to do this before a session and have a full testament created; simply have the player list the eminences of their covenant, which should suffice for a session of play, and write up the testament afterwards in between sessions.


testament of the hornèd mother

You have made covenant with the Hornèd Mother, She Whose Body Was Stolen, Goddess eminent of Generation, Vision, Time, and Woe.

Beneficence: Your covenant blesses you with the power of beneficence, allowing you to heal wounds and cure ailments. When you wish to do so, roll a d6, plus an additional d6 for each relic to which you are attuned.

Before rolling, you may choose to offer any amount of favour and increase your roll by that amount.
There are four possible results of a beneficence roll:

  • Boon: Your beneficence is successful.

  • Mark: Your covenant’s influence manifests as a mutation or phantasm attached to the target. The mark lasts until the end of the next downtime turn. If you used Favour for the roll the effect is permanent. You can not perform beneficence on one marked by your covenant.

  • Woe: Something has gone awry. Very awry. The guide will roll upon the woe table.

  • Apotheosis: The target’s body erupts, giving birth to a physical manifestation of your covenant; an avatar of a deity, or belief otherwise made manifest. They are dead.


You heal a number of HP equal to the amount rolled, regardless of the result of the roll.

You may reduce the amount healed by 10 in order to cure a condition. You may reduce the amount healed by 20 in order to cure a wound.

Those who are enemies of your covenant ought not to be receive beneficence, for fear of retribution.

Blessings: The blessings of the Hornèd Mother grant you special abilities, which you can perform at will.

Unceasing Sorrow: You connect empathically with an ally, sharing their pain. When either of you take damage, you may divide it between the two of you in any way you wish.

Erimitic Eyes: Upon observing a subject for a few minutes you can determine, in a general fashion, the cause of their suffering.

Doctrines: Your covenant grants you the power to perform miracles, supernatural feats related to the emincences of your covenant.

When you wish to do so, roll a d6, plus an additional d6 for each relic to which you are attuned. The amount you must roll depends on which doctrine the miracle falls under.

A doctrine is a guide to the strength of a miracle; each lists examples of miracles which fall under their purview. The higher the doctrine a miracle falls under, the higher the amount you must roll.

Before rolling, you may choose to offer any amount of Favour and increase your roll by that amount.

There are four possible results of a miracle roll:

  • Boon: Your beneficence is successful.

  • Pact: You must agree to form a pact with your covenant in order for the miracle to be successful. This may require a sacrifice, offerings, completion of a task, or some other undertaking commensurate to the power of the miracle performed. While you are bound to a pact with your covenant, you may not form another one.

  • Woe: Your miracle is unsuccessful. Something has gone awry. Very awry. The guide will roll upon the woe table.

  • Apotheosis: Your miracle is unsuccessful. Your body erupts, giving birth to a physical manifestation of your covenant; an avatar of a deity, or belief otherwise made manifest. You are dead.

the first doctrine


Miracles in the manner of communication with flora and herbivores, fertility and fecundity, the evocation of woe, the seeing of great distances, and empathy.

the second doctrine


Miracles in the manner of resurrection of those recently fallen, growth and decay, and invoking minor aspects of the Hornèd Mother.

the third doctrine


Miracles in the manner of true resurrection, true sight, and the bestowal of a major aspect of Hornèd Mother.

the fourth doctrine


Miracles in the manner of summoning a divine agent of the Hornèd Mother, manipulation of time, and the sharing of minds.

gaining favour

By performing tasks that please your covenant or further their goals, you may permanently increase your amount of favour. Your favour only increases the first time a given task is performed. The completion of a pact cannot increase favour. Some examples follow:

1 FavourMake pilgrimage to the Beach of the Hornèd Mother.Solve the plight of a stranger.Convert, through your word directly, a follower to your cult.
5 FavourGive birth to new life.Uncover great deception for all to see.The founding of a new temple or place of worship
15 FavourBring endless misery upon the Maggot Queen.Alter the course of history. 
Favour EternalRestore the Hornèd Mother’s body to her.  


table of woe

If the result of a beneficence or miracle roll is woe, the guide will roll on the woe table for the covenant.

Woe tables should not be included in the testament for a covenant, but the guide should have them on hand.

The target of a woe is The Zealot if the woe was the result of a miracle, or the recipient of beneficence if the woe was the result of a beneficence.

If no stated duration is given, a woe lasts until the end of the next downtime turn. If Favour was used for the roll the effect is permanent.

An example woe table for the the Hornèd Mother follows, as well as a template woe table; if the guide does not wish to devise individualized woe tables for each covenant, they may simply use the template table and decide on the specifics as needed.

Woe - The Hornèd Mother

1Small thorns grow out of the target’s skin, inflicting d4 damage.
2Target begins weeping uncontrollably
3Vines begin to grow from the wound, and the target cannot recover HP until the vines flower in 2d8 hours or are destroyed. If the vines flower, they will naturally fall away, and the target will be healed of all ailments and may make a one-time appeal to the Hornèd Mother. If they are intentionally destroyed, the vines will attack whoever is responsible.
4An eye opens on target’s forehead. It is able to see the presence of magic.
5For the next day, target experiences every moment twice. All damage dealt and received is doubled.
6Target becomes unable to tell lies, but can also sense when others are lying.
7Incisions appear all over target’s body, and pieces of their flesh are cut away. They take d6 damage.
8Every month, target will be afflicted with a painful rash. To rid themselves of it, they must lay and cover themselves in soil, as flowers grow and blossom from their skin.
9The target ages d6 years.
10The skin and flesh of target’s random limb sloughs off, leaving only bone behind.
11Target is blinded for the next hour, but becomes able to sense the emotions of others.
12Target becomes unable to speak until they listen to the plight of d20 strangers.
13Half of the flesh on target’s body falls away. Target must make a PHYS saving throw or have their PHYS halved permanently.
14 Target’s bones permanently turn into roots, their flesh into tendrils of vine and creepers, variegated flora sprouting from their body.
15Target grows a single horn from the middle of their forehead. Anyone that grasps onto it can commune telepathically with target.
16Target’s left eye sees 10 seconds into the future, and target’s right eye sees 10 seconds into the past.
17All within 30 feet of the target must make a PRES saving throw or be assaulted with the weight of all the world’s woe, permanently losing 1d4 points of PRES.
18Target begins to grow musty hair in patches over their body, and two bony nubs can be felt on their skull. Each day after the beneficence, target must make a PHYS saving throw. If the target successfully makes three saving throws in a row, the condition ends. If they fail three times in a row, they are turned into a black goat with a third eye upon their forehead.
19The next time the target sleeps they must make a PRES saving throw. If they fail, as they sleep, crows will gather around their body and pick at their flesh till only a skeleton remains, killing them.
20Target feels something writhing under their flesh. They must make a PRES saving throw. If they fail, their body is consumed by wriggling maggots which burst from their skin, killing them.


1Target takes damage.
2Target is subject to an ongoing debilitation.
3Target is subject to an ongoing effect or alteration.
4Target is subject to a permanent effect or alteration.
5Target is subject to an ongoing debilitation.
6Target is subject to a permanent effect or alteration.
7Target takes damage.
8Target is subject to a permanent effect or alteration.
9Target takes damage.
10Target is subject to a permanent effect or alteration.
11Target is subject to an ongoing effect or alteration.
12Target is subject to a permanent effect or alteration until they perform a task to remove it.
13Target is subject to detrimental alteration, such as loss of HP or attributes.
14Target is subject to a major permanent effect or alteration.
15Target is subject to a permanent effect or alteration.
16Target is subject to a permanent effect or alteration.
17Effect that everyone within 30 feet of the target must make a saving throw against.
18Target is subject to a progressing condition.
19Target will die later unless specific action is taken or PRES saving throw is successful.
20Target must make a PRES saving throw or die.


grimoires & Sorceries

Magic is a force that exists wholly outside the material plane, and so in order to be harnessed by those who are indelibly tethered to that plane, they must be filtered through objects which can act as a conduit for such arcane energies. Such conduits are called grimoires.

Grimoires are not simply passive receptacles for occult forces, however. The nature and shape of the grimoires is what gives form to the magical essences contained within, converting them into usable forms known as sorceries. And since grimoires are objects painstakingly created and jealously guarded, they each of them possess a requirement that must be met before the secrets of the sorcery within can be revealed.

When an errant discovers a grimoire, roll a d100 to determine which they find.

After they have met the requirement to learn the sorcery, roll a d50 for the effect, which describes the function the sorcery performs, and a d12 for the sphere, which describes the subjects a sorcery affects.

The errant may then devise a sorcery which aligns with the effect and sphere rolled and is related in some way to the grimoire the sorcery is contained within; the themes listed with each grimoire are intended as guidance in this regard.

As a general guide, a sorcery can

  • deal 1d6 damage per renown of the caster

  • heal 1d6 damage per every 2 renown of the caster

  • can affect an area 10 feet or yards in diameter per renown of the caster

  • has a range of 20 feet or yards per renown of the caster.

If the sorcery affects multiple creatures, it can affect a number of friendly errants or npcs equal to the caster’s renown, or a number of hostile npcs whose total threat is equal to the caster’s renown.

When and if a particular sorcery requires a saving throw from its target to avoid or mitigate its effects is left to the discretion of the guide. As a general rule, if the caster targets an NPC with a sorcery whose threat is greater than their renown, that NPC is allowed a saving throw.

The duration of the sorcery is determined by the caster’s sorcery depletion value.

If a sorcery is miscast, roll a d3 on the table for the grimoire of the sorcery, or the guide can decide an appropriate effect based on the sorcery and the situation. The precise effect, duration, and method of reversing the miscast, if any, are left to the guide’s discretion.


28 Close





d100GrimoireRequirementThemesMiscast 1-2Miscast 3-4Miscast 5-6
1A silvered hand-mirror, inlaid with runes.To learn the sorcery, you must see yourself blink.Reflection, mirror, prediction.All surfaces appear reflective to the caster.The caster and all nearby are pulled into the mirror dimension.All predictions the caster makes invariably end up being wrong.
2A tuning fork, which makes no sound when struck.To learn the sorcery, create sound with the fork.Sound, music, resonance.The caster is deafened.The caster can only speak in song, and only move in dance.The caster vibrates intensely.
3A length of unnaturally cold iron chain, upon which tiny etchings are visible.To learn the sorcery, you must survive with your arms or legs bound amongst enemies.Metal, restraint, imprisonment.All inorganic matter around the caster turns into metal.The caster becomes unable to move their limbs.The caster becomes wanted for heinous crimes in all nearby settlements.
4A large, watchful, and odious toad, with strange, shifting markings.To learn the sorcery, the toad must be fed pieces of a loved one once a day for a month, without the loved one realising.Possession, betrayal, parasitism.The caster becomes possessed by a spirit, demon, or other entity.The caster’s allies become hostile towards them and attack.The caster can only derive sustenance from food stolen from others.
5An ancient tome, bound in human skin.To learn the sorcery, the true name of an extradimensional being must be learned, and engraved into one’s flesh.Flesh, secrets, extortion.The caster loses all skin.The caster becomes unable to lie or keep secrets.A powerful creature descends upon the caster, demanding regular payment lest they face the creature’s wrath.
6A scroll, upon which is written a contract in an infernal tongue.To learn the sorcery, the contract must be notarized by an official of heaven, or hell.Oath, trust, witness.The caster becomes pathologically unable to keep their word, and will betray any promises made.The caster trusts absolutely everyone, categorically and wholeheartedly.The caster inadvertently becomes the sole witness to a heinous crime committed by very dangerous people.
7A bounty poster, with the name and portrait blank, and the reward set at the soul of the slain.To learn the sorcery, your own name and portrait must be entered in the bounty.Assassination, retribution, target.The caster is tasked with assassinating the ruler of the land by powerful forces, lest their head be next on the chopping block.The caster will never win an argument, and all witness to it will side against the caster.All enemies will single-mindedly aim to attack the caster, with intent to kill.
8A wrought iron lamp embossed with dancing figures, the wick of which cannot be lit.To learn the sorcery, light the lamp.Illumination, shadow, flicker.The caster radiates blinding light from every pore of their body.The caster is banished to the shadow realm.Every other turn, the caster vanishes from existence.
9An obsidian decanter filled with a swirling, noxious gas.To learn the sorcery, spend one day without breathing.Miasma, contagion, breath.The area immediately surrounding the caster is filled with noxious, poisonous gas.The caster is unable to resist contracting any diseases or infections.The caster’s breath becomes unbelievably odious.
10A crystal ball set upon a base of carved ebony.To learn the sorcery, you must learn of the way you will die.Clairvoyance, truth, fortune.The caster foresees the inevitable, near future death of all other company members.The caster becomes a pathological liar, unable to tell even the most banal of truths.The caster believes resolutely in their ability to foresee the future.
11A crystalline prism, criss-crossed with veins of translucent code, half-glimpsed in light.To learn the sorcery, fold a sunbeam.Refraction, vision, geometry.The caster sees what is behind them, in front, and what is in front of them, behind.The caster is blinded.The caster loses all sense of balance.
12A model ship in a bottle, with full crew, rendered in microscopic detail.To learn the sorcery, the ship must sail around the world and return to you.Microcosm, voyage, homecoming.The caster becomes obsessed with creating a perfect replica of the nearest city.The caster is teleported to the opposite side of the world.Everyone in the caster’s hometown loses all memory of them.
13An engraved wooden talisman, with a concave indentation in the centre.To learn the sorcery, sacrifice one of your eyes and place it in the talisman.Sacrifice, wisdom, prophecy.An angel appears and demands the caster sacrifice the soul of their most beloved to them.Whenever the caster is faced with a decision, they will bring forth a litany of all the ways any given course of action could go horribly wrong.The caster is granted a vision of the end of the world, which will occur exactly a year from now.
14A silver disc, covered in a series of raised dots.To learn the sorcery, throw the disc straight forward and have it return to you unaided.Return, arc, gravity.Anything the caster tries to rid themselves of always returns.The caster becomes unable to throw, fire, or otherwise project any object or sorcery; it simply falls straight down.The caster is no longer affected by gravity.
15A black silk blindfold, with inky black runes of velvet stitched onto the fabric.To learn the sorcery, walk into an unfamiliar room blindfolded and describe accurately what is within.Perception, foresight, awareness.The caster’s perception of reality depends entirely on what others tell them.The caster becomes unable to conceptualize or otherwise conceive of the future.The caster loses their peripheral vision.
16A paper Möbius strip.To learn the sorcery, find its second side without splitting it.Perspective, containment, curvature.The caster and a random target’s sight are swapped; the caster sees only what the target sees, and vice versa.The caster will endeavour to spend as little time in any single room as possible.The caster becomes unable to comprehend straight lines.
17A set of wind chimes which always produces the same melody.To learn the sorcery, the chimes must be kept in motion for a day in a place without wind.Tone, air, catalyst.The caster continually emits an incessant high-pitched whine.The caster becomes unable to jump or climb of their own power.The caster feels compelled to intervene in situations that don’t concern them.
18A sphere of glass filled with an ever-whirling snowstorm.To learn the sorcery, you must move while frozen solid.Ice, cessation, continuation.The caster immediately freezes any liquid they come into contact with.The caster is unable to stop doing any activity they start doing.The caster becomes unable to complete any task.
19A melted candle stump, whose dripping wax reveals dark secrets.To learn this sorcery, self-immolate but be the wax not the wick.Fire, extinguish, forbiddance.Anything flammable near the caster immediately ignites.Any light sources near the caster will go out at the most inopportune moment.The caster becomes unable to say no.
20A tarnished bronze cup inlaid with sinuous petroglyphs.To learn the sorcery, the cup must be filled with water from the bottom of the sea.Water, treachery, pressure.The caster becomes permanently moistened.The allegiances of every creature near the caster change.Random objects explode around the caster at regular intervals.
21An ornate hand shovel, its inscriptions still glowing red hot.To learn the sorcery, you must be buried alive for three days and three nights.Earth, openings, weight.The caster is followed by a perpetual earthquake.Any openings near the caster seal shut.All objects become incredibly heavy to the caster.
22A weather vane, bearing the icon of the simurgh, that indicates no direction and is not moved by the wind nor mortal force.To learn the sorcery, the arrow must be moved till it faces due east.Storms, navigation, flight.A personal rain cloud hangs over the caster’s head.The caster loses all sense of direction.Flight becomes impossible around the caster; birds drop from the sky.
23A long copper lightning rod, which always faintly hums with static charge.To learn the sorcery, you must let lightning pass through you and into another, and have both of you emerge unscathed.Lightning, conductivity, thunder.All lightning arcs unerringly towards the caster.The caster becomes upsettingly rude.Every step the caster takes booms with the sound of thunder.
24The animated skull of a dead sorcerer-king, the markings left on his skull the evidence of arcane leaching.To learn the sorcery, you must read the markings upon the skull, which is impossible so long as the skull keeps talking, interrupting you and telling you that you’re doing it wrong and that back in his day people knew how to cast real sorceries.Undeath, oppression, hierarchy.Any creature slain by the caster immediately rises as a zombie or other form of undead.The caster will find themselves harassed and denied by all authority figures.The caster is considered by all to be wretched and lowly.
25A plain, worn sack cloth doll you find yourself inextricably drawn to: you will remember owning this doll as a child, loving it, cherishing it, doing anything, absolutely anything to protect it.To learn the sorcery, do not question the truth of this memory.Nostalgia, haunting, denial.The caster becomes unable to remember anything beyond the events of yesterday.The souls of those slain by the caster follow and torment them.The caster refuses to acknowledge anything dangerous, malign, or otherwise negative.
26A wooden mask, which always seems to display a different emotion.To learn the sorcery, you must assume the identity of another.Identity, disguise, personality.The caster loses all sense of self, and believes themselves to be the last person they talked to.The caster refuses to show their face to anyone.The caster suffers constant mood swings.
27A planchette board carved of bone.To learn the sorcery, the board will query you with an unsolvable riddle, which you must solve.Puzzle, solution, contradiction.The caster believes that everything which is said to them is, in fact, an inscrutable riddle with some deeply obscured hidden meaning.The caster believes themselves to have the solution to any problem presented to them.The caster does the opposite of whatever they say they will do.
28An onyx pendant wrought in the shape of a weeping face.To learn the sorcery, you must make the happiness of another your own.Egocentrism, trinket, expressionThe caster becomes obsessed with making everyone they meet cry, and tasting their tears.The caster insists on carrying any and all valuables.The caster’s tone conveys the opposite emotion to what they truly feel.
29A long dead heart, withered and blackened. To learn the sorcery, the heart must be made to beat again.Revival, rejuvenation, animation.The caster plays dead at the faintest sign of hostility.All corpses around the caster return to life.All objects carried on the caster’s person animate and spring to life with a will of their own. 
30A pair of marble snake eyes, whose pupils move of their own accord.To learn the sorcery, you must convince one who hates you that you should be loved by them above all else.Persuasion, manipulation, contempt.Everyone the caster meets will attempt to up-sell them.All serpents immediately attack the caster on sight.Any suggestions or ideas of the caster are dismissed out of hand.
31An old, plain music box that produces no sound.To learn the sorcery, hear the song it plays.Silence, melody, listening.No sound can be produced around the caster.The caster is only able to comprehend language in the form of music.The caster’s hearing becomes superhumanly attenuated; any but the most minute of sounds overwhelms their senses.
32A marionette doll, painted in intricate, lifelike detail.To learn the sorcery, you must convince someone, beyond a shadow of a doubt, that all they know to be true is false, and all they know to be false is true.Replication, subversion, belief.An evil twin of the caster is summoned.Strings emerge from the caster’s limbs, torso, and head. They cannot move except by being puppeted through these strings.The caster will stubbornly reject all commonly held beliefs, fabricating elaborate conspiracies to explain otherwise simple occurrences.
33A card with blotches of ink that seem to be ever morphing.To learn the sorcery, you must convince someone that a thing which ought to be trusted by them, should rightfully be feared.Fluidity, doubt, cowardice.The caster dissolves into a puddle; they are still alive, and still able to speak, but must be held in a container of some sort.Any accusations brought against the caster are immediately believed, regardless of any evidence to the contrary.The caster is filled with a heady bravado, and will charge headlong into any danger without hesitation.
34A brown sack stuffed with iridescent, gossamer wool.To learn the sorcery, awake without sleeping.Slumber, consciousness, meditation.The caster falls asleep at the most inopportune moments.The caster believes themselves to have transcended mortal ego consciousness, and become one with the cosmos.The caster becomes unable to stand still.
35A silver stopwatch inscribed with swirling, fractal patterns, hanging on a chain.To learn the sorcery, you must kill a person in sight of their loved one, and not have them notice.Ambiguity, confusion, hypnosisThe caster becomes unable to give a clear yes or no response to anything.All in the vicinity of the caster who attempt to harm another end up instead harming themselves.The caster must obey any command given to them.
36An iron bell carved with graven images and a stone hammer.To learn the sorcery, you must convince someone to do something they do not wish to do, and have them believe that they did it of their own volition.Intent, purpose, narrative.The caster refuses to take responsibility for any of their actions.The caster becomes singularly obsessed with furthering a particular creed or ethos.The caster believes themselves to be the subject of any story told.
37An old journal, written in your hand, which you do not remember writing, describing events you don’t remember transpiring.To learn the sorcery, you must write your own name and not recognise it.Memory, archive, history.Each morning after waking, the caster loses all memories of anything that occurred after this sorcery was cast.The caster obsessively catalogues their every thought and action within a journal.The caster constantly invents ever changing, increasingly elaborate tragic backstories for themselves, which they will recount to anyone they meet.
38A small lotus wrought in gold, etched with ornate, microscopic calligraphy.To learn the sorcery, you must pass through a threshold while your body remains in place.Threshold, passivity, motion.The caster insists on being the first person to pass through all doors or portals.The caster never makes the first move; they will speak only when spoken to, attack only when attacked.The caster will only move when specifically told to.
39A hollow cylinder of clay, the inside of which is always blacker than night.To learn the sorcery, you must find that with which you have nothing in common.Emptiness, disparity, difference.The caster refuses to carry anything other than the clothes on their back.The caster encounters their doppelganger; everything the caster does is scorned, while the same actions from their doppelganger receives adulation.The caster becomes unable to agree with anyone.
d100GrimoireRequirementThemesMiscast 1-2Miscast 3-4Miscast 5-6
40A shimmering silken veil, through which kaleidoscopic patterns can be glimpsed.To learn this sorcery, you must find where nothing comes from.Void, origin, periphery.Anyone encountering the caster for the first time forgets the sequence of events that led to them meeting the caster.The caster’s face is replaced by a sphere of deep, unfathomable darkness.Something begins stalking the caster, which can only be vaguely glimpsed out of the corner of their eye; they don’t know what it is, but they do know that it should absolutely not be looked at directly.
41A ceremonial tea seat, painted with the script of a foreign land.To learn the sorcery, tea must flow from the kettle to the cup, but the latter must remain empty and the former full.Culture, tradition, artefact.The caster is unable to physically receive anything; whatever is handed to them just ends up returning to where it came from.The caster forgets all the languages they currently know, each of them being replaced by new, random, exotic tongues.The caster becomes paralyzed with awe at the sight of fine paintings, sculptures, and other significant cultural works.
42A heavy, wrought iron key-ring, though none of the keys on it have a head.To learn this sorcery, you must open a door that no key can open.Entrance, forbiddance, security.Any door the caster passes through closes and locks itself shut.The caster denies any request made of them.The caster insists on giving anyone they meet an ocular patdown in order to assess their threat level to the company.
43A simple spinning top, upon which dancing figures appear when spun.To learn the sorcery, for one day and one night, the top must always be spinning when you look at it.Rotation, perpetuation, cycle.The caster ends every sentence by performing a pirouette.Any sorcery cast by the caster is cast again at the same time every day thereafter.The caster becomes unable to sleep at night, and unable to stay awake during the day.
44A pair of old spectacles with rusted rims and thick lenses.To learn the sorcery, you must see yourself as others see you.Clarification, association, relativism.The caster’s eyes fall out of their head; they can still see through them, though they are incredibly sensitive, having no protection from the elements.The caster insists on conducting extensive background checks on any they make the acquaintance of, interrogating them for any hint of past wrongdoing, lest their reputation be tainted via association.The caster loses all ability to make ethical judgements.
45A plain golden ring, which yet compels anyone who sees it to wish to wear it.To learn the sorcery, you must hold in your hands the one thing that can not be stolen.Heist, hold, prize.Anyone whom the caster has ever wronged immediately becomes aware of the caster’s location.The caster refuses to have their hands full.The caster will never freely give another anything, insisting they must succeed in some challenge of the caster’s devising in order to earn it.
46A blood-stained, studded training muzzle.To learn the sorcery, you must tear into your own flesh and not draw blood.Potential, domestication, savagery.The caster refuses to eat any plant matter.The caster will disobey any order given to them.The caster ends every sentence by barking loudly.
47A chained metal censer filled with heady, soporific incense.To learn the sorcery, you must sleep for a week without waking, and dream no dreams.Odour, intoxication, unconsciousness.The caster emits unbearably foul odours.The caster will endeavour to never be sober.The caster is beset by horrible nightmares each night, preventing restful sleep.
48A cruelly thorned whip.To learn this sorcery, you must remain awake for a week, yet feel no exhaustion.Torture, resilience, limit.The caster feels unbearably sinful, and seeks always to find new arbiters of their punishment.The caster refuses to receive any healing or medical attention.The caster firmly believes that “just one more can’t hurt.”
49The small taxidermied corpse of several animals, stitched variously together into a grotesque chimaera.To learn this sorcery, you must hunt yourself, and be both predator and prey.Survival, adaptation, predation.The caster becomes violently, uncontrollably angry upon viewing their own reflection.The caster hoards all their food, refusing to share it with any others.The caster becomes obsessed with surpassing the limitations of their mortal form.
50A clay effigy, featureless, yet still bearing an uncanny resemblance to you.To learn the sorcery, stop the beating of your heart while you yet live.Representation, fortitude, vitality.The next time the caster sleeps, a clone of the caster is created. Both insist that they are the original.The caster loses the ability to feel pain.The caster believes resolutely that they are immune to illness and disease.
51A gavel, once belonging to an esteemed judge.To learn the sorcery, you must commit a crime yet break no law.Authority, judgement, corruption.The caster believes utterly in absolute notions of right and wrong.The caster will dole out punishments to anyone they judge of wrongdoing.The caster will always accept a bribe, no matter how small.
52A broken noose soaked with blood and sweat.To learn the sorcery, certain doom must be averted without your knowledge.Escape, fate, crime.A metal box forms around the caster. There are air holes, but no opening.The caster receives a vision of their own death.The caster believes that all they find unpleasant is in abrogation of the law; they will cite obscure, impossible, or fictitious legal clauses to justify their case, and will pursue legal action whenever possible.
53A pair of pristine boots, fashioned with the insignia of a wing.To learn the sorcery, deliver a message from one world to another.Celerity, delivery, contact.The caster’s presence bodes ill for travel; at sea the winds are always against them, on land wagon wheels and mount’s legs often break.The caster receives mysterious and unpleasant deliveries at unpleasant times: boxes of manure at a royal banquet, evidence of guilt while standing trial, and so on..The caster’s thoughts become entangled with a random person’s somewhere else in the world; neither of them are aware of what is happening.
54A pouch of medicinal herbs, pungent beyond belief.To learn the sorcery, you must cure an incurable disease.Benevolence, medicine, dosageThe caster is unable to refuse a request for aid, no matter how extravagant or inconvenient.The caster develops an allergy to all but the most exotic of medicines.The caster becomes unable to distinguish between different measurements and volumes; a quart and a gallon may as well be the same.
55A diary which records your desires and temptations as they arise.To learn the sorcery, give in to your deepest, most heinous desire.Record, temptation, repugnance.Anyone in the vicinity of the caster can hear their inner monologue.The caster becomes unable to resist the temptations of their appetites.The caster’s visage becomes unbearably repulsive to those they admire, and impossibly beautiful to those they disdain.
56A bronze shield, chipped, worn, and scratched.To learn the sorcery, you must protect another from harm while suffering none yourself.Armour, protection, integrity.The caster refuses to wear any armour or other protective gear of any sort.The caster will always place themselves between their allies and harm’s way.The caster will always sell someone out or go back on their word at the first available opportunity.
57A toolkit with a single iron nail inside.To learn the sorcery, solve a problem, but be the nail, not the hammer.Fortification, repair, construction.The caster believes that any mechanical malfunction can be resolved with percussive maintenance.The caster refuses to use any items which they did not hand-craft themselves.The caster will always outfit themselves in the heaviest armour available to them.
58An abacus missing half its beads.To learn the sorcery, you must split something in two while keeping it intact.Reduction, multiplication, calculation.The caster insists on carrying coinage only in the lowest denominations possible.The caster becomes obsessed with growing their financial portfolio, and will readily agree to any investment opportunities or other get-rich quick schemes.Any calculation the caster performs results in wrong answers; they are, however, entirely convinced of their accuracy.
59An autograph on a card, ripped in half.To learn the sorcery, you must meet the person who you admire most and see them as they truly are.Signature, disappointment, division.The caster becomes unceasingly cruel to any who admire them.The caster refuses to speak to anyone they deem to be of a lower social status.The caster seeks to rupture the bonds of close friends and lovers.
60A crumpled paper crown.To learn the sorcery, force someone into another world.Banishment, position, expulsion.The caster becomes convinced they are rightful monarch of the land, wrongly deposed, and desire their crown back at all costs.The caster insists on being at the front of the company at all times.The caster receives a letter from wherever they learned the sorcerous arts, which disavows them as an illiterate fool and a turner of cheap tricks, and forthwith strips them of any ranks, honours, or titles they may hold.
61An exquisitely preserved finger, sliced cleanly.To learn the sorcery, subvert the terms of an unbreakable oath.Pact, willpower, malice.The caster's fingers all fall off.The caster must swear themselves to the service of the next person they meet.The caster swears undying vengeance on any who show them kindness.
62A surgical scalpel with a handle of white bone, upon which is engraved a horse with open sores.To learn the sorcery, the healthy must be made sick.Pestilence, desperation, frailty.The caster becomes the carrier of an incredibly dangerous disease, which does not affect them at all but is incredibly contagious.The caster’s skin becomes paper, their bones glass.The First Horseman is loosed upon the world.
63A broken off piece of a mural, its origins unknown.To learn a sorcery, return what was lost to its rightful place.Completion, separation, origin.The next image the caster sees comes to life, its subjects emerging into the real world.The caster splits down the middle into two halves; they are unharmed, but the halves must be controlled separately.The next person the caster encounters claims they were grievously wronged by the caster, and demands restitution to be made whole.
64An unfertilized phoenix egg.To learn the sorcery, create life from death.Fertility, reincarnation, gestation.A newborn infant is summoned and the caster charged with its care; if the baby dies, the caster dies.The caster's head splits open, out of which emerges the caster reborn again as an infant; it retains all its knowledge and is able to speak, but in all other ways has the capabilities of a newborn.An angry Phoenix descends from the sky, seeking the return of its egg.
65A vial of perfume, in the shape of a goat’s head.To learn the sorcery, you must convince one who is chaste to indulge in the pleasures of the flesh.Lust, chastity, obscenity.The caster will attempt to court an enemy's hand in marriage relentlessly.The caster becomes mortified at the prospect of wearing clothing which reveals any amount of skin.The caster's diction becomes unspeakably obscene.
66A wineskin, upon which is stitched the image of a swine.To learn the sorcery, you must induce one who is moderate to excess.Gluttony, temperance, inebriation.The caster refuses all food and drink.The caster becomes unable to use or consume just ‘one’ of anything.Any future sorceries cast by the caster, in addition to their other effects, summon a swine of random size and temperament.
67A blood-red wax seal stamp depicting a galloping horse amid a battlefield.To learn the sorcery, the friendly must be made to war.War, provocation, injuryThe caster becomes a committed pacifist, averse to any and all forms of violence.The caster refuses to acknowledge the severity of any wound they may receive.The Second Horseman is loosed upon the world.
68A small porcelain figurine, broken in two and clumsily repaired.To learn the sorcery, make right the earliest wrong you ever committed.Youth, redemption, forgiveness.The caster believes themselves to be the oldest being in existence, and will claim to have first-hand memory of any and all historic events.No apology of the caster’s is ever accepted.The caster believes themselves to have been gravely wronged by a random company member.
69A set of dice carved from the bones of once infamous gambler.To learn the sorcery, roll the dice and have the same number come up six times in a row.Luck, probability, gamble.The caster is ever doomed to ultimately lose at games of chance; if money is on the line, they will often start strong before falling into a string of disastrous losses.The caster’s estimation of how likely something is to occur is inversely proportional to its actual probability.The caster is unable to turn down any opportunity to gamble.
70A bracelet in the shape of a snake devouring its tail.To learn the sorcery, effect must precede cause.Causality, consequence, inevitability.Upon completing a task, the caster loses all recollection of their motivation for doing so.Anyone who finds themselves telling the caster of their woes will find themselves receiving a sanctimonious lecture about how “you have no one to blame for your problems but yourself!”The caster becomes convinced that their death is imminent, and becomes utterly resigned to this fate.
71A small portrait of a woman who you recognize as your mother, who died in your birth.To learn the sorcery, you must give your life to another.Birth, shame, guilt.A child appears, which follows the caster wherever they go; it does not speak, nor do anything but simply watch the caster. If it dies, it reappears the following morning. It appears to all who witness it as a child version of themselves.The caster apologises at every possible moment, constantly and profusely.The ghosts of those the caster has killed haunt them, following them around and generally making life as inconvenient as possible.
72A blackened cook pot with an etching of a horse amid a field of withered crops.To learn the sorcery, the full must be made to starve.Famine, cruelty, depletion.All food the caster consumes turns to ash in their mouth.The caster enjoys the suffering of others much too obviously.The Third Horseman is loosed upon the world.
73A jade figurine of a gaunt, skeletal horse.To learn the sorcery, that which is dead must be made to die.Death, overthrow, mortality.The caster begins to decompose while still alive.The caster seeks to incite violent revolution wherever they go.The Fourth Horseman is loosed upon the world.
d100GrimoireRequirementThemesMiscast 1-2Miscast 3-4Miscast 5-6
74A yellow arrow with blood-flecked, ragged fletching.To learn the sorcery you must stand in an arrow’s path and not be struck.Hostility, recklessness, dedication.The caster’s worst enemy falls madly in love with them.The caster feels compelled to perform increasingly dangerous stunts.A nearby person or animal becomes completely co-dependent on the caster.
75A plush, velvet pillow, embroidered with the sigil of a snail.To learn the sorcery, you must convince one who is diligent to shirk their duties and obligations.Sloth, diligence, rest.The caster will procrastinate doing any task till the last possible moment.The caster becomes unable to sleep.The caster refuses to accept aid from anyone, insisting on doing everything all by themselves.
76A deck of well worn cards, whose backs are decorated with unusual patterns.To learn the sorcery, lightning must strike twice.Chance, play, serendipity.Probability is reversed around the caster.The caster becomes unable to win any games or contests.The caster is beset by constant small, unfortunate coincidences.
77A glittering, golden coin, embossed with the figure of a toad.To learn the sorcery, you must convince a person of charitable heart to hoard their wealth.Greed, charity, property.Everyone in the vicinity of the caster refuses to give money to anyone else.Everyone in the vicinity of the caster refuses to take money from anyone else.The caster becomes unable to have any worldly possessions.
78A simple wood plane, with an oddly rough and bumpy finish.To learn the sorcery you must undo the creation of which you are proudest.Creation, texture, destruction.The caster is compelled to destroy any intricate, delicate, precarious constructions; houses of cards, sand castles, and other such.The caster loses all sense of touch.The caster will attempt to fix any broken object they come across, not stopping until the item is repaired.
79A set of undergarments of an erotic and exotic cast.To learn the sorcery you must create desire between those who feel for each other only loathing.Passion, diplomacy, power.The caster falls madly in love with a new soulmate every month.The caster will attempt to stoke the enmities of any who seem as though they are making inroads to peace.The caster hoards incriminating evidence with which to blackmail people.
80A red brick clung to by ancient mortar.To learn the sorcery you must replace the foundation without collapsing the structure.Architecture, support, decay.The caster refuses to enter any non-ruined building.The caster can not stand still without falling over.The caster ages one year each day.
81A writ of recall for a long exiled scholar.To learn the sorcery you must abandon the one dearest to you.Learning, loss, irony.Any mail or messages intended for the caster are forever waylaid, never to be received.Any object set down or dropped out of sight of the caster is immediately and irrevocably lost, seemingly vanishing from existenceThe caster takes everything that is said literally.
82A brittle bird's nest, filled with broken, bloodstained eggs.To learn the sorcery you must nurse a living creature from infancy to maturity, and then consume it.Home, empathy, hunger.All children near the caster turn on and consume their parents.The caster feels the pain of all nearby creatures as their own.The caster becomes insatiably hungry; the more they consume, the more emaciated they become.
83A mummified cat's paw, which when held seems to emit a low, contended purr.To learn the sorcery, one must poison themselves, in order to witness the vast unseen oneiric vistas that lay unexplored within one’s own mind.Toxin, psyche, affection.All cats immediately attack the caster on sight.The caster reverts to the mindset of a toddler.The caster becomes unable to be loved.
84A fragmented pane of a stained glass window.To learn the sorcery, you must see the truth unmediated.Shatter, sight, distortion.Any glass surface near the caster shatters into tiny pieces.The caster sees everything in delirious, disorienting, microscopic detail.Everything close to the caster appears incredibly small, and everything far away incredibly large.
85An old and heavy chisel, whose weight fills you with grave responsibility.To learn the sorcery, you must free someone who did not know they were shackled.Leverage, rebellion, resistance.The caster always trips when attempting to walk.No one will ever take orders or instructions from the caster.The character becomes the most publicly hated person, whose conduct is blamed for all manner of social ills.
86.A time-worn painted scroll depicting an unknown mountain range.To learn the sorcery, you must return home to a place you have never been.Exploration, discovery, alignment.The caster will always wander away if left unattended.The caster insists that everything they encounter has been discovered by them, regardless if someone else found it first.The caster’s alignment inverts.
87.An ancient and moth-worn burial shroud.To learn the sorcery, you must mourn one who no one knows is lost.Ritual, compassion, community.The caster throws themselves into any ditch or hole they encounter.The caster becomes incredibly self-interested.The caster insists, at every opportunity, on splitting the company.
88A slimy, stinking ooze of unknown origins.To learn the sorcery, you must cure the rot at the head of the fish. Correction, purification, mystery.The caster is compelled to explain and demonstrate to everyone the proper way something ought to be done, even if that person is performing the action correctly.All food and water near the caster rots.The caster refuses to answer any questions, giving only a knowing smirk instead. 
89A crown of dirty, woven grass.To learn the sorcery, you must save the life of another without them ever knowing.Recognition, honour, resourcefulness.The caster will attempt to take credit for anything whenever possible.The caster becomes prone to offense, and will challenge those who have caused them offense to duels, given the chance.The caster compulsively maintains a list of everyone they believe owes them a favour of some sort.
90An ancient misogynistic screed written on flaking parchment.To learn the sorcery, find someone who, upon reading it, heartily agrees with the sentiments expressed. Then kill them.Foolishness, reprisal, gender.The caster’s every action is accompanied by comedic sound effects, though the source can never be found.Whenever the caster has been attacked in any way (verbally, physically, magically) they must respond in kind via the same means.Everyone perceives the caster to be a gender they are not.
91The sun-baked, shed skin of a great serpent.To learn the sorcery, Ouroboros must eat its head.Secrets, growth, heat.The caster becomes incapable of revealing any information about themselves.The caster grows one foot each downtime turn.The caster is only ever too hot or too cold, never just right.
92A pouch of powdery rose red soil, taken from a grave that was disturbed from below.To learn the sorcery you must carry a grain of sand on your fingertip for a week entire.Dirt, focus, rebirth.The caster becomes anxious unless they are buried at least waist deep. Preferably neck deep.The caster loses the ability to concentrate on something for more than a few minutes at a time.The caster begins aging in reverse.
93The sweat-stained rags of an impoverished giant.To learn the sorcery one must dull themselves to the beauties of the world, and feel no joy or pleasure for a cycle of the moon.Denial, filth, depression.Any recreation the caster engages in brings them only irritation and misery.The caster will ever after refuse to bathe.The caster becomes irritatingly chipper at all times, especially those in which it is most inappropriate.
94A broken sword, whose pommel is fashioned in the shape of a lion’s head.To learn the sorcery, you must convince someone with no hate in their heart to kill one whom they despise.Wrath, patience, violence.The caster is surrounded by a whirling typhoon of blades.The caster becomes overly patient, drifting into apathy, frequently forgetting to pursue their desires at all.It becomes a strong preference for the caster to solve every problem they encounter with a bare knuckle brawl if at all feasible.
95A book of epic poetry whose every line was plagiarised, the spine of which depicts a sinuous snake.To learn the sorcery, you must convince one who is content with his lot in life to take what rightfully belongs to another.Envy, gratitude, theft.The caster turns a sickly shade of neon green; this colouration extends to anything they wear or hold.The caster is compelled to give gifts of great value to anyone who is kind to them.The caster is compelled to steal small items of great sentimental value.
96An elaborate and ornate doublet which greatly restricts one’s movement, adorned with the feathers of a peacock.To learn the sorcery, you must convince someone of humble nature to deem himself superior to all.Pride, humility, hubris.Whenever the caster speaks they must find some way to boast.The caster must have their companion’s unanimous approval for any action they take.The caster goes out of their way to make a foe out of priests, holy persons, angels or gods they encounter.
97An ancient scroll, yellowed and flaking.To learn the sorcery, you must know what it is you must never know.Prudence, reason, discernment.The caster’s judgement of the danger of a situation is inversely proportional to how dangerous the situation actually is.The caster will accuse anyone who disagrees with them of being over-emotional, as opposed to the caster, who argues only with perfect “facts and logic.”The caster insists on making all the decisions for the company, down to exacting, micromanaging detail.
98A battered and oft-repaired wheel.To learn the sorcery, you must resist that which is irresistible.Temperance, appetites, production.The caster refuses to consume any alcohol or other intoxicants, and will make a great show of their denial.The caster becomes incredibly snobbish regarding what items are fit for their consumption.The caster becomes incapable of abandoning any long term goal until it is completed, even those which seem destined for failure.
99An ancient and primitive club.To learn the sorcery, you must endure that which is unendurable.Fortitude, courage, defenceThe caster develops an uncontrollable craving for consuming poisons.Creatures that meet the caster have an intense desire to try and frighten them.The caster turns into a solid cast iron statue whenever they are threatened.
100A copper balance and scales, burnished to a brilliant gleam.To learn the sorcery, you must find what is fair in that which is unfair.Justice, proportionality, impartiality.The caster believes altruism to be fundamentally unjust, and that the infliction of suffering on others is the only way to beget true fairness in the world.The caster’s head grows three times larger.The caster’s solution to any disagreement is to cut the baby in half, so to speak.


travel turn actions

During travel turns the company may may make one action. Some common actions follow.


The party moves one from one hex/point on the map to another. The navigator makes a navigation check.


The company explores the hex/point they are in, uncovering any relevant features or discovering locations/points of interest. A navigation check may be required if the company is attempting to find something specific.


The DV of the next navigation check is reduced by 4.


Each errant may make a navigation check. If successful, they gain 2 supply.

Make camp

A navigation check is made to see if a suitable campsite can be found. Errants may also choose to sleep or take watch the same turn the company makes camp.

take watch

Keeping watch for an entire turn incurs a point of exhaustion; if the watch for a turn is split between two or more characters, no exhaustion is gained. If no watch is set, all event dice rolls of 5 (encounter sign) are instead treated as rolls of 1 (encounter).


An errant that spends two full travel turns sleeping gains the benefit of a night's rest.

Day & Night

If using the standard scale for travel turns (1 travel turn = 4 hours), there are 6 travel turns in a full day.

Errants can generally only travel or take other actions for 4 travel turns before night falls, and will spend the 5th making camp. This may be adjusted based on the season and setting.

If the party does not make camp after 4 travel turns, they gain a point of exhaustion each travel turn they go without making camp.


Most actions during a travel turn require a navigation check. This is usually a SKILL check, though another attribute may be used if appropriate.

The DV of a navigation check is kept secret.

If a navigation check is failed while attempting to travel, the company is lost; roll a d8 to determine which direction they veer, with 1 being north, 2 being north-east, 3 being east, and so on.

The DV of a navigation check is modified by terrain, weather, visibility, and whether the company has maps or directions.

Navigating by road or following an obvious land mark negates the need for a navigation check.


The rate of movement in travel turns is expressed by pace, which is represented as a fraction.

The numerator determines how many significant locations (e.g. a hex) can be travelled, while the denominator represents how many turns that takes. The standard pace is 1/1, representing one significant location travelled per turn.

Pace is modified by the speed at which the company chooses to travel, terrain, weather, visibility, and so on.

ConditionPace ChangeOther Effects
Appropriate mount or vehicle+1/xSome mounts or vehicles may increase pace even further.
Road+1/xCan't get lost.
Slow pacex/+1Reduce # of event dice rolled, to a minimum of 1. Any hazards or points of interest are automatically detected.
Fast pace+1/xIncrease # of event dice rolled by 1. Hazards or points of interest are overlooked.
Deserts, forests, hills, broken landx/+1Navigation DV+2.
Jungle, mountain, swampsx/+2Navigation DV+4.
Darknessx/+1Navigation DV+4.
Inclement weatherx/+1Navigation DV+2.
Severe weatherx/+2Navigation DV+4. Exhaustion every turn.
Detailed map-Navigation DV-4
General map or specific directions-Navigation DV-2

Marching order

Space during travel turns is abstract and so a strict marching order need not be kept. Errants instead will occupy one of three positions during travel turns.

  • Scout: Can be assumed to be about 120 yards ahead of the company. All encounters and encounter signs are found by the scout, and they make any reaction rolls as necessary. Scouts encountered by NPCs are allowed to make a check to hide.

  • Navigator: Makes navigation checks. If there is no scout, they are considered to be at the front of the company for the purposes of encounters and reaction checks.

  • Company: Everyone else.


An errant that gets a night's rest may remove a point of exhaustion.

They may use an armour repair kit to replenish their blocks.

They may use a healer's kit to recover hp equal to a roll of their damage die.

Food & water

An errant with rations and a waterskin is presumed to be eating throughout the day, even if the event dice does not call for rations to be depleted.

It is assumed while travelling that water sources are easy to come by and waterskins can be refilled. The guide should notify the company if this is not the case.

If the event dice calls for rations to be depleted and the company has neither rations nor supply, they begin to starve. They gain a point of exhaustion each day they go without food, and each time the event dice calls for rations to be depleted.

disease & infection

If an errant finds themselves at risk of disease or infection, the guide may have them make a PHYS saving throw, with a DV equal to the difference between their current and maximum HP.

If they fail, they have contracted a disease or an infection.

Mounts & vehicles

Appropriate terrain is the terrain under which riding a mount or vehicle gives a bonus to pace.

A mount or vehicle's speed has no bearing on pace; it is only relevant if movement is being tracked in initiative turns.

A rider takes up 20 item slots + the number of item slots they have filled.

MountSlotsSpeedAppropriate TerrainOther Notes
Cattle1001NoneCan only be used for pack or pulling vehicles.
Horse, draft1002Flat lands, forests, roadsNo speed reduction when pulling vehicles.
Horse, riding803Flat lands, forests, roads 
Horse, war604Flat lands, forests, roads 
Mule801Flat lands, forests, roads 

A mount's slots or carrying capabilities are modified based on the type of tack it is wearing or the vehicle it is hitched to.

A vehicle may be hitched by multiple mounts. For the purposes of slots, add the slots of all the mounts together before applying the modifier. For the purposes of speed, subtract the modifier from the mount with the highest speed.

VehicleSlotsSpeedAppropriate TerrainOther Notes
No tackx0.25-- 
Tack, pack---Can not be ridden.
Tack, riding--- 
Tack, military---Barding doesn't count against mount's item slots.
Tack, exotic---Necessary for non-standard mounts.
Cartx2-2RoadsBreakage chance equal to navigation DV when off road; test every turn. Can hitch to 2 mounts.
Chariot--Flat lands, roadsBreakage chance equal to navigation DV when off road; test every turn. Can hitch to 2 mounts.
Coach--RoadsBreakage chance equal to navigation DV when off road; test every turn. Can hitch to 4 mounts.
Wagonx4-2RoadsBreakage chance equal to navigation DV when off road; test every turn. Can hitch to 4 mounts.


A roll of 4 on the event die during travel turns may prompt the guide to change the weather. If so, they may wish to have a table of weather effects ready. One such follows as an example

2 Severe weather
3-5 Inclement weather
6-8 Cosmetic change
9-11 Clear skies
12 Beautiful day (only need to camp/sleep for 1 travel turn)

The rolled weather persists until a 3 is rolled on the event dice during travel turns, in which case the weather returns to a state of normalcy, or until another weather effect is rolled.

Severe weather causes all company members to incur a point of exhaustion every travel turn, unless they have found suitable shelter. Without suitable shelter, a night's rest is not possible.

Travelling in extreme hot or cold climates without proper attire incurs a point of exhaustion every travel turn.

Other effects of weather are left to the guide's discretion. Heavy rain, for example, might degrade the quality of metal weapons and armour, and make the ground muddy difficult terrain.

eating monsters

Preparing a monster for food takes a full travel turn, and is a DV 6 skill check.

  • -1 DV if clean water is available.

  • -1 DV if cookpots are available.

  • -1 DV if a fire is available.

  • -1 DV if salt or spices are available.

  • +4 DV if you can not spend a full travel turn preparing the monster for food.

Success produces 1 or more rations, based on the size of the creature. Failure means the food is spoiled; it can still be eaten, but at risk of sickness or disease.

Eating magic monsters has side effects. The errant makes a saving throw. If they are successful, they gain a one time use of one of the monster's ability (e.g. a dragon's breath attack). On a failure, the errant suffers the effect of a diminished form of that ability.

marine travel

VehicleCrew (Oarsmen)Crew (Sailors)Pace (Rowing)Pace (Sailing)Appropriate Terrain
Canoe1-1/1-Shallow water
Galley60202/13/1Shallow water
Longship20*20*1/14/1Shallow water, deep water
Raft1-1/2-Shallow water
Riverboat1012/13/1Shallow water
Sailing ship-10-4/1Deep water
Warship-20-3/1Deep water

Of any given crew of sailors, at least one must be a captain. Anyone can serve as an oarsmen, including sailors, errants, and passengers, though the latter are none too likely to be pleased. Regular mercenaries pressed into rowing duty make morale checks every day.

  • Canoe: Can carry 2 people. Can be carried, taking up 2 hand slots and 2 handy slots.

  • Galley: Can transport a mercenary company, or two squads of cavalry and their mounts. Has a ram.

  • Longship: Must be crewed by a special mercenary squad, who act as both sailors and oarsmen.

  • Raft: Can carry 10 people, including crew.

  • Riverboat: Can carry 25 people, including crew.

  • Sailing ship: Has a ram and 1 catapult.

  • Warship: Can transport a mercenary company, or two squads of cavalry and their mounts. Has a ram and 2 catapults.

Carrying capacity is not given for marine vessels, as their capacity in slots would be far too high to be of any practical use. Instead, the guide should use their discretion when determining when a marine vessel has been overburdened with cargo.

When travelling on water, navigation checks are made as normal. Having a navigator on the crew reduces the DV of navigation checks by 4.

At the start of each day, roll to see wind conditions.

2 Becalmed
3-5 Weak winds
6-8 Normal winds
9-11 Fair winds
12 Strong winds
ConditionPace ChangeOther Effects
Becalmed-No sailing possible.
Weak windsx/+1 
Fair winds+1/x 
Strong winds+2/x 
Inclement weather (gales)+2/xChance to take on water.
Severe weather (storms)+3/xChance for sinking or shipwreck.

If a weather effect is rolled while waterborne, it replaces the previously rolled wind conditions until it subsides.

During gales, shallow water vessels have a 2 in 6 chance of taking on water, and deep water vessels have a 1 in 6 (a longship counts as a shallow water boat for these purposes).

If a vessel has taken on water, its pace is reduced by x/+1 till it is repaired at a port. Repairs cost 1/4 the price of the vessel.

During a storm, any vessels being rowed have a 4 in 6 chance of sinking. If there is land at least 1 hex adjacent when the vessel sinks, errants may make a SKILL saving throw with a DV equal to their encumbrance. If they succeed, they wash ashore at the start of the next travel turn, though any items not being worn or placed in hand or handy slots are lost. If they fail the saving throw or there is no land adjacent, they drown and die. Crew and cargo are lost when a vessel sinks.

During a storm, any vessels moving under sail can not control their movement. Each turn they move in a randomly determined direction. If they move into land, there is a 4 in 6 chance of a shipwreck. During a shipwreck, errants may make a SKILL saving throw with a DV equal to their encumbrance. On a failure, they take 4d6 damage, halving this damage on a success. Any errants that go out of action from this damage drown and die. Crew and cargo are lost in a shipwreck.


To travel great distances, the company can initiate a voyage.

To do so, they must secure a suitable mode of travel, and properly provision the trip. Provisions cost 10 pennies for a day's worth of food, water, and other sundries, and when purchased reduces a settlement's available supply by 4 for the purposes of determining inflation. 1 provision takes up an item slot.

The company rolls 2d6 for their voyage. Positive or negative modifiers may apply to the roll based on the context, but should not exceed +3 or -3.

On a 10+, the company makes it to their destination safely.

On a 7-9, a complication has occurred en route that the company must deal with before their voyage can be completed.

1Out of provisions
2Treacherous weather
4 Route impassable

On a roll of 6, the voyage is a failure and the company is stranded. Roll d100 to see how close to their destination they got, expressed as a percentage, treating a roll of 100 as 99%.


Exploration Turn Actions

During an exploration turn, the party may perform one significant action, such as moving from one room to another, searching or exploring a room, attempting to force a door open, and so on.

Marching order

Generally, in a 10' hallway, errants can stand two abreast.

  • Scout: Can be assumed to be about one room ahead of the company. All encounters and encounter signs are found by the scout, and they make any reaction rolls as necessary. Scouts encountered by NPCs are allowed to make a check to hide.

  • Van: Errants in the front line of the party generally end up in closest engagement during combat. They are the first to encounter or spot any hazards or details ahead of the party, such as traps, characters, hidden treasures, and so on, and make any checks pertaining to those, if necessary. They also will generally make reaction rolls for any NPCs encountered, assuming that those NPCs are encountered from the front.

  • Main: The middle rank of the party will often find themselves stuck behind the front row in an engagement, and so longer weapons such as spears are recommended (as is placing shorter party members in the front). Any hazards or details that might emerge within the party’s midst, say from the floor, ceiling, or walls, are within the purview of the characters in the middle rank, and they make any relevant checks or reaction rolls that deal with such.

  • Rear: In an engagement, those in the back row will often have to resort to missile weapons, sorceries, and miracles in a combat engagement, though they should take care not to catch their comrades in the crossfire (placing the tallest party members in the back is generally a good idea). Any hazards or details that encroach from behind the party are the responsibility of the back row, as well as any checks or reaction rolls thereof.


The rate of movement in exploration turns is expressed by pace, which is represented as a fraction.

The numerator determines how many significant locations (e.g. a room) can be travelled, while the denominator represents how many turns that takes. The standard pace is 1/1, representing one significant location travelled per turn.

Pace is modified by the speed at which the company chooses to travel as well as factors such as the size of areas and whether they have been previously explored.

ConditionPace ChangeOther Effects
Slow pacex/+1Reduce # of event dice rolled, to a minimum of 1. Any hazards or points of interest are automatically detected.
Fast pace+1/xIncrease # of event dice rolled by 1. No mapping can occur. Hazards or points of interest are overlooked.
Large areasx/+1 
Huge areasx/+2 
Explored areas+3/x 


An errant that spends an exploration turn resting may use an armour repair kit to replenish their blocks.


Opening a stuck door is DV 4 PHYS check by base, though this may be higher if the door is heavy, large, and/or barred. It takes an exploration turn.

Breaking down a wooden door takes two exploration turns; more for stone or metal. Using inappropriate items such as weapons to do so causes them to lose a point of quality or make a breakage roll. This alerts any nearby to the company's presence.

A locked door can be forced open, or picked; successfully picking a lock does not take an exploration turn, but a failed attempt does.


Picking a lock requires burglar’s tools, and selecting the correct lockpicking actions in the correct order.

These actions are twist, tap, and turn.

Every lock requires three actions to unlock; no action is ever used in a row.

Upon selecting the wrong action, the lock will feel stiff. If the wrong action is chosen while the lock is stiff, the lock is jammed and becomes unopenable.

In initiative turns, each lockpicking action counts as one action.

All locks of the same type are opened the same way. If the combination for picking a copper lock is, for example, Twist, Tap, Turn, all copper locks are opened the same way.


Moving silently and unseen is a SKILL check with a DV equal to the errant's encumbrance.

Scouting characters are allowed to make a check to hide reactively when an NPC is encountered.

When attempting to move stealthily as a group, one member of the group rolls the check. The DV is equal to the total encumbrance of the group, divided by 2.

Factors such as visibility, scent, noisiness of terrain, etc. should be considered when determining position and impact.


An errant that triggers a trap may make a saving throw to avoid its effects. The base DV for avoiding a trap is equal to the level of the dungeon the trap is located on; if this is not applicable, the guide may set whatever DV they feel is appropriate.

Some old traps may have a chance to not trigger; in this case the guide may roll the die of fate.

Disarming or re-arming a trap takes a turn. If the method the errants have described for doing so is risky or uncertain, they make a check to see if they are successful.

harvesting components

Harvesting inert components from flora and fauna, such as fur, teeth, leaves, etc. is a generally trivial matter. Each errant can harvest about 1 slot worth of such components per exploration turn.

Harvesting active components however, such as a spider's poison sac or a psychedelic mushroom, in a manner that preserves their properties is a more delicate task. Doing so, in addition to spending an exploration turn, requires an alchemist's kit with space to store them, as well as a SKILL check.

A check to harvest components from a creature has a DV equal to half their threat.

An alchemist's kit can hold four components. Most plant matter counts as a single component. A component harvested by a creature counts as a number of components equal to half their their threat.

Collapsed structures

One errant properly equipped with a pickaxe or a shovel, can dig out about five cubic feet of rubble per exploration turn.

Without such tools, they can manage about one cubic foot per exploration turn.


encounter distance & surprise

If not already known, encounter distance is d6 multiplied by 10.

Characters aware of another side's position can not be surprised.

Bright light therefore usually negates the possibility of surprise. Generally, if more than half the company is illuminated, that counts as bright light. An errant moving on their own with a candle, or a deliberately dimmed light source such as a hooded lantern, may be considered dim light, allowing for surprise.

If there is a chance for surprise, roll d6.

4 -

determining initiative

At the start of each initiative turn, one player is called upon to select either odd, or even. That player and the guide will each roll a d6 and add them together.

If the player called odd or even correctly, the company has won initiative, otherwise the other side acts first.

An initiative turn proceeds in the following order:

  • Winning side acts quickly

  • Losing side acts quickly

  • Winning side acts slowly

  • Losing side acts slowly

Initiative turn actions

Each initiative turn a character may choose to act quickly, or act slowly.

Acting quickly allows the character to make one action.

Acting slowly allows the character to make two actions.

Free actions, such as picking up or dropping something, do not count as a full action, but a character can generally only do one or two of these per initiative turn.


An errant's speed is equal to their SKILL minus their encumbrance, divided by 4.

To move in initiative turns, a character makes a movement roll: they roll a number of d4 equal to their speed and multiply the result by 10 to determine how many feet (inside) or yards (outside) they may move (e.g. if an errant rolled a 4 on their movement roll, they may move up to 40’ in that initiative turn). This takes an action.

A character can make a movement roll more than once per initiative turn, so long as they have available actions.

A character’s movement in an initiative turn need not be continuous (e.g. if an errant can move 40’ in one initiative turn, they may run 10’ up to a foe and shove them to the ground, move a further 10’ to pick up a cursed amulet on the ground, and then run 20’ back to rejoin their comrades).

A character may also choose to make a step, moving a distance equal to their speed multiplied by 10 in feet or yards (e.g. if an errant had a speed of 2, they could step a distance of 20’). This does not take an action, but a character can only step once per initiative turn and may not step the same initiative turn they make a movement roll and vice versa.

A character with a speed of 0 can not step, and as an action can move 10 feet or yards.

Difficult terrain reduces the
distance of any movement by an amount equal to its rating multiplied by 10 (e.g. any movement on an area of difficult terrain with a rating of 2 would be reduced by 20’), unless that character has a method of movement that obviates that particular difficult terrain.

Some examples of difficult terrain follow.

Difficult terrainRating
Loose rocks2
Stepping stones3
Water (waist deep)4
Water (swimming)5


To attack, a character chooses a target within range and rolls their damage die, reducing their target's HP by the amount rolled.

While attacking, a character can attempt a gambit, such as tripping or disarming their target. To do so, they reduce their rolled damage by a given amount. Their target then makes a saving throw with a DV equal to the amount their attacker's damage was reduced by. If they fail, the gambit is successful; if they succeed, they may immediately make a counter-attack.

Attacking with a ranged weapon if a foe is within melee range impairs the attack 1 step.

An errant may only make one attack action per initiative turn, though The Violent may make multiple attacks as part of this attack action.

An errant may not make an attack action the same initiative turn they cast a sorcery or perform a miracle, and vice versa.


Whenever any die rolled as part of an attack rolls a 1, the target of that attack may immediately make an action.

enhance & impair

In ideal situations when an attack is more effective it may be enhanced.

Conversely, in situations where an attack would be less effective it may be impaired.

When an attack is enhanced, the attacker rolls a larger damage die, indicated by how many steps it is enhanced. If an attack is enhanced 1 step, the attacker rolls a damage die one size larger (for example, a d8 would become a d10), if it is enhanced 2 steps, two sizes larger (d8 to d12).

If an attack is impaired, the attacker rolls a smaller damage die, also indicated by how many steps it is impaired (i.e. impaired 1 step, d8 to d6; impaired 2 steps, d8 to d4). damage die are enhanced or impaired along this scale.

1 - d4 - d6 - d8 - d10 - d12 - d20

Enhancement and impairment cancel each other out on a one to one basis. If multiple instances of enhancement or impairment would occur, add them together.

A character using an improvised or makeshift weapon (a chair or a shovel) has their damage die impaired 1 step. A character fighting unarmed has their damage die impaired 2 steps.

Enhancement and impairment affect all dice rolled for damage as part of an attack.


Conditions, such as being frightened, blinded, paralysed, or poisoned, alter character's capabilities in a variety of ways. This is left to the guide's discretion, but a character suffering a condition is likely to have their attacks impaired and attacks against them enhanced.

A condition lasts until it is countered or until a specified duration elapses.


NPCs have a morale rating between 2 and 12.

A guide may choose to have an NPC that encounters more danger than it expected, whether that be a foe or a retainer, make a morale roll.

They roll 2d6; if the result is higher than their morale, the NPC will flee, retreat, surrender, or parley.


When an errant is reduced to 0 HP they must make a PHYS saving throw, with the DV being the damage taken. If they fail, they are out of action.

An errant that is out of action is unconscious or otherwise incapacitated; they can not take any actions until the combat is over or their HP is brought above 0.

Any further damage taken while at 0 HP triggers further PHYS checks to avoid being put out of action.

Damage that would bring an errant's HP below 0 causes wounds. Consult the wounds table for the amount of damage taken. If an Errant's HP is higher than 0 when they receive a wound, only the damage in excess of what is needed to bring them to 0 is counted for determining what wound they receive (e.g. an errant at 4 HP taking 7 damage only receives a 3 damage wound).

If an errant would receive a wound they have already received or can not physically take (e.g. losing a leg when both legs have been lost), take the next available lower wound.

Wounds without a stated duration are permanent unless seen to by a physician, though they can not restore lost body parts.

An errant on death's door will die in a number of initiative turns equal to their renown, unless a healer's kit is used on them or their HP is brought above 0. Using a healer's kit to stabilize an errant on death's door does not restore any hp.

An errant that is consigned to the reaper will die in a number of initiative turns equal to their renown. There is no way to save them.

If any of an errant's attributes are reduced to 0, they immediately die.

Damage TakenPhysicalShockingBurningToxic
1Slow internal bleeding. On death's door, but in exploration eurns.Zapped. Stunned for an initiative turn.Eye destroyed. If both eyes go, you're blind.Nauseous. Point of exhaustion.
2Leg mangled. Speed reduced to 1. If both legs go, you can't walk.Knocked out. Out of action for d12 initiative turns.Mouth melted. Can't cast sorceries or perform miracles.Immune system compromised. HP maximum halved.
3Arm wrecked. If both arms go you can't hold anything.Concussed. Out of action for d12 initiative turns and one point of exhaustion.Face melted.Blood tainted. Can't regain HP.
4 On death's door.Cardiac arrest. On death's door and one point of exhaustion.Fingers burnt off.Bleeding from nose and eyes. On death's door, but in exploration turns.
5Leg severed or destroyed. Speed reduced to 1. If both legs go, you can't walk. On death's door.Scrambled. Major brain trauma and on death's door.Suffocating. On death's door and one point of exhaustion.Excreting blood from pores. On death's door, but in exploration turns, and one point of exhaustion.
6Arm destroyed or severed. If both arms go, you can't hold anything. On death's door.Deep fried. Unconscious for d12 initiative turns, major brain trauma, and on death's door.Nose and inner ear burnt off. Deaf, off balance, no smell or taste. On death's door.Rupture. Throwing up black acrid blood. On death's door.
7Head shot. Major brain trauma and on death's door.Haemorrhage. Coughing up blood. Consigned to the reaper.Lung damage and face burnt off. On death's door and one point of exhaustion.Nervous system shutdown. Out of action and on death's door.
8Torn throat or punctured lung. Consigned to the reaper.Collapsed lungs. Consigned to the reaper.Skin burned off. Consigned to the reaper.Immune system shutdown. Consigned to the reaper.
9Guts hanging out. Out of action and consigned to the reaper.Skull caved in. Out of action and consigned to the reaper.Burnt to a crisp. out of action and consigned to the reaper.Total organ failure. Out of action and consigned to the reaper.
16+Deader than dead (can not be revived or buried).Deader than dead (can not be revived or buried).Deader than dead (can not be revived or buried).Deader than dead (can not be revived or buried).

Non-player characters

Monsters and other non-player characters can be used from other classic games as-is with the following modifications.

To calculate NPC HP, multiply half their Ascending Armour Class by their Hit Die.

To determine their threat, use their Hit Die value. If it is higher than 10, take their converted HP total and divide it by 12 to get their threat; if it is still higher than 10, treat it as 10.

For every 20 feet of movement they have, they have 1 speed. Groups of the same type of enemy roll to move as a group.

Their saving throw value is equal to their threat plus 10. Use this value also if you need to make an NPC check out of combat.

NPCs die (or are otherwise defeated) when they reach 0 HP.

mounted combat

A character on a mount uses their mount's speed to move. They may make a free move once per initiative turn.

Attacks made while mounted are enhanced 1 step, though they may be enhanced more if the mount is particularly large or ferocious.

Attacks against mounted opponents are impaired 1 step, though they may be impaired more if the mount is particularly large or sturdy.

Attacks made with heavy weapons against mounted opponents are enhanced 1 step (cancelling out the

1 step of impairment from attacking a mounted opponent), though they may be enhanced more if the weapon is particularly effective against mounted opponents.

falling, burning, drowning

If a character falls a distance of 10 feet or greater, they take damage according to the table below


Attempting to break someone’s fall results in the faller and the catcher(s) distributing damage amongst themselves equally.
A character on fire takes 1d6 damage per initiative turn they have been on fire (i.e. the first initiative turn they take 1d6, the second 2d6, and so on). Taking an action to put out the fire removes 1d6 from the damage they will take.
An errant can hold their breath for a number of initiative turns equal to their PHYS minus 10. After this, they 1d6 damage per initiative turn until they can breathe again.


During a duel, a character may take actions as normal, though only one attack roll may be made per attack action, even if a character has abilities that would let them make more.

Initiative, however, works differently.

Each participant in the duel is given three playing cards: a King, a Queen, and a Jack. They will place these cards face down in front of them in any order.

The character who issued the challenge for the duel will then attempt to guess one of their opponent’s face down cards.

If they guess correctly, they may immediately make an action, and continue attempting to guess.

If they guess incorrectly, their opponent may immediately make an action and then begin guessing.

Once all three of any participant’s cards have been revealed, the turn ends, and each participant will then pick up their cards, and then place them face down in front of them again. This continues until the duel ends.

The participant who had the fewest cards revealed in the previous round begins guessing.

Each card also has an effect when it is flipped. If a King is revealed, the participant who acts has their next attack enhanced 1 step. If a Queen is revealed, the participant who acts impairs the next attack made against them by 1 step. If a Jack is revealed, the participant who acts can make a gambit with its DV increased by 2.

The effects of these cards can be modified depending on the type of duel; a joust or a wizard’s duel might have different effects. The basic guideline is that a King has an offensive effect, a Queen has a defensive effect, and a Jack has a tactical effect.


When fighting with a troop of mercenaries in the wild, they do not all individually take actions. Rather, they increase the combat effectiveness of their leader by forming a warband.

Warbands come in three categories, based on the number of combatants they contain (excluding the leader).

  • A warband containing 1 to 5 combatants is a small warband.

  • A warband containing 6 to 10 combatants is a medium warband.

  • A warband containing 11 to 20 combatants is a large warband.

Warbands have 2 hp per combatant. Damage is dealt to the warband before it is dealt to the leader. As damage is dealt to the warband, it may reduce in size.

If all members of your warband are wearing mail, increase the hp of each combatant by 1. If they are all wearing plate, increase the hp of each combatant by 2.

Attacks by individuals against a warband are impaired 1 step per category of the warband, unless that individual has a means of damaging all combatants in an area.

Attacks by warbands against individuals are enhanced 1 step per category.

Attacks by warbands against smaller warbands are enhanced 1 step per category of difference.

Attacks by smaller warbands against larger ones are impaired 1 step per category of difference.

Individual-Impaired 1Impaired 2Impaired 3
SmallEnhanced 1-Impaired 1Impaired 2
MediumEnhanced 2Enhanced 1-Impaired 1
LargeEnhanced 3Enhanced 2Enhanced 1-

mass combat

For dealing with large scale combat encounters or combat between ships, vehicles, or anything else where individual units are hard to quantify, a simplified combat system may be used.

In such an engagement, each side rolls 1d6, and adds the following modifiers.

  • +1 if they out-number the enemy at all; +2 if they out-number the enemy 2 to 1; +3 if they out-number the enemy 3 to 1, and so on.

  • Add the renown of the highest renown character on that side, or the threat of the highest threat NPC.

  • +1 for each significant tactical advantage, such as: cover, high ground, unbreakable formation, surprise, superior armaments, relevant sorceries, miracles, or other magic, traps, superior training or morale, and so on.

The side that rolls the highest wins the engagement. Ties are treated as a draw.

Unless it does not make sense, the difference between the result of each side’s roll multiplied by ten represents the percentage of casualties, losses, or severity of damage to the losing side of the engagement.

The number rolled by the losing side represents the percentage of casualties, losses, or severity of damage to the winning side of the engagement.

Any errants involved in the engagement make a check with their best attribute if they win or draw. If they succeed, they are unharmed; if they fail, they take damage equal to the amount they failed by.

If they lost, errants use their worst attribute for the check. If they pass, they take damage equal to the difference between the result of each side’s roll; if they fail, they die.

Optionally, when an engagement is rolled, you can zoom into a flashpoint, a specific encounter on the battlefield where the actions of the company can make a difference in the tide of battle.

This is a normal combat scenario. If the company wins the flashpoint, add a d6 to their side’s roll. If the company loses, add a d6 to the opposing side’s roll.


At the start of the chase the guide should determine the distance between the different groups in a chase. Characters moving roughly in formation or sharing a means of movement (e.g. a mount or a vehicle) count as a group. There are normally two groups in a chase, the pursuers and the pursued, but certain chases may involve multiple groups.

Each round, the character with the lowest speed in each group must make a chase check. If the characters are on mounts or vehicles, use the speed of the mount or vehicle; if all characters share the same speed the party can select which character makes the chase check.

The difficulty of the chase check begins at a DV determined by the guide. After, each group takes turns ‘bidding’ to increase the DV for their check. The side that bids the highest DV rolls first.

If that group succeeds on the chase check, they can roll a number of d4 equal to their speed and move that distance (the standard 10 foot increment used in movement can be replaced with any unit of distance appropriate to the chase).

One member of that group then rolls a d10 for a chase event which is then resolved.

The other groups then act in order of descending DV, making the chase check, rolling their speed if they succeed, and then rolling for the chase event.

Dropping or throwing items during a chase is a free action. Dropping something the pursuing group is interested in (food, money, etc.) may force a morale check for them to keep chasing.

During a chase, a character may forgo moving with their group to make another action (if a character is not in charge of movement for their side, e.g. a passenger on a vehicle, they may also make an action), such as making an attack if line of sight is available, attempting to create a complication or hazard (tipping over pots, overturning a cabbage stand, etc.), or surveying the path ahead. A character that stops moving with their group becomes another group in the chase that must be tracked separately.

Instead of moving, any group may sprint, pushing themselves to move double the amount they normally would, but they must make a PHYS check or else accrue a point of exhaustion.

Sprinting increases the DV of the chase check by 2 for each time the character sprints during a chase.

The chase ends when the pursuers close the gap between them and the pursued to 0; if the pursued double the starting gap between them and the pursuers; if the pursued have hidden from or deceived the pursuers; if the pursued reach a safe location; if the chase has gone on for 10 initiative turns or more, or some other condition the guide determines.

d10Chase event
1Hiding Spot: Neither group has line of sight on the other. The pursued can attempt to hide; the character with the lowest speed in that group makes a check. If they succeed, they can’t be found and the chase ends; if they fail, the pursuers immediately moves.
2Throng: A crowd of people, a flock of animals, or some other group of living creatures impedes the progress of the group. The characters on that side may attempt to convince them to assist them if possible, or else someone must make a check to clear a path. On a failed check, the opposing side immediately moves.
3Dilemma: The character who rolled this result, and possibly others in their group, face a decision between two unfavourable options, such as having to choose to divert to a more difficult path or harm bystanders.
4Hazard: Something threatens the character who rolled this result, and possible others in their group; they must make a check to avoid damage or other unfavourable situation, such as being knocked prone.
5Obstacle: Something impedes progress on the path; the character in the group that rolled this result with the highest speed must make a check to bypass the obstacle, else the opposing side immediately moves.
6Opportunity: The character who rolled this result can immediately take an extra action in addition to moving, though they must decide what to do quickly.
7Paths Converge: The character who rolled this result and a character of another group cross paths momentarily, coming within a hair’s breadth of each other; they may each make an action before the trail separates them once more.
8Risky Shortcut: A risky shortcut presents itself to the character who rolled this result. They, and others in their group, may take this shortcut, but must make a check to do so. If they succeed, they immediately move twice their normal speed. If they fail, they are separated from the others on their side and taken out of the chase.
9Separated: The character who rolled this result is separated from the rest of their group, and is tracked separately till they can reunite with their group. If the character was on the pursuing side, they must make a check or be taken out of the chase.
10Twist: The situation changes in some way; perhaps a new group joins the chase, or the group that is pursuing and the group that is being pursued switch; the environment might change, as might the conditions that end the chase.


If the event dice for a downtime turn call for a complication or a trend, roll on the appropriate table below. Feel free to substitute results for ones more appropriate to your setting.


2Natural disaster (fire, tornado, meteor).
3Ongoing disaster (famine, plague, drought).
4Major figure assassinated.
5Series of murders begins.
6A new threat emerges and becomes active.
7An errant's estate, institution, infrastructure project, or domain suffers a setback.
8Legal claims are brought against the company, or they are publicaly slandered.
9An ally of the company cuts ties with them
10An insurrection or siege occurs. If not dealt with in d4 downtime turns, it is successful.
11Two or more factions begin to oppose each other or actively go to war.
12An ally of the company dies.


2Two or more factions announce an alliance.
3A religious event such as a miracle occurs.
4A scandal is revealed.
5A new NPC arrives in the settlement.
6A rival company arrives in the settlement.
7A discovery, such as a new technology or land, is made.
8A new faction emerges.



When a rival company arrives in a settlement, the guide may make a reaction roll to determine what their overall opinion of the player company is. So long as the rival company is based in the settlement, they will also adventure in the area, whether that means making forays into the local dungeon, or taking the jobs the player company turns down.

An easy way to track the exploits of a rival company is to put two entries in the local effects table for nearby wilderness and dungeon areas. One entry indicates that the rival company has passed through and taken all or most of anything of value; the second entry indicates that the rival company is currently in the area and the player company encounters them.

A second, more involved way may be used in between game sessions to track a rival company's progress through a dungeon or on a quest more closely.

Add the total renown of each member of the rival company together; increase this number by 1 for each significant magical item in their possession. This is their challenge level

Plot their course through the dungeon or adventure area. Assign each room or area a challenge level equal to the combined threat of all the NPCs and traps located there; assign traps a threat value equal to their base DV.

For each room or area the rival company arrives at, roll 2d6 plus or minus the difference between their challenge level and the challenge level of the room or area.

10+The rival company overcomes the challenges of the area easily, and take everything of value.
7-9The rival company overcomes the challenges of the area, but at a cost. Reduce their challenge level by 1. They take everything of value that isn't hidden.
5-6The rival company overcomes the challenges the challenges of the area, but at a great cost. Reduce their challenge level by 2. They take 50% of the valuables in the area
2-4The rival company overcomes the challenges of the area, but a company member dies. Reduce their challenge level by the renown of that company member. They take 25% of the valuables in that area.

If a rival company's challenge level is reduced to 0, they flee. A rival company can withdraw from the adventure area at any time before that.

If the event dice calls for a rival company to arrive in a settlement, and there is already a rival company there, the current rival company leaves the settlement for greener pastures, and the newly rolled one settles in.


Scourges simulate an active long-term danger to a region. This could be the presence of a bandit lord, a dragon, or lich or even the spread of an evil cult or devastating plague.

A newly active scourge begins with eminence 1. Each downtime turn, when you roll the event dice, interpret the events as normal, but in addition, if the roll is lower than the scourge level of an active scourge in that region, roll on that scourge's malice table. If multiple scourges are active, roll on the malice table of each scourge that was triggered by the event dice.

The malice table is a d6 table; each should be tailored to each scourge, but in general, a result of 1-5 indicates that the scourge does something to affect the region negatively, such as conducting a raid, eating the livestock, or raising those interred at the local cemetery as undead servants. A roll of 6 indicates that the scourge 's scourge level increases by 1.

For each eminence a scourge has above 1, place a corresponding locus in the region that represents the power and influence of the scourge spreading. This could be a bandit's camp, a clutch of dragon eggs, or a phylactery. If that locus is dealt with, reduce the eminence of that scourge by 1.

If a scourge ever reaches eminence level 7, it ceases to be a scourge and becomes a calamity, something that has totally altered the nature of the game world. Scourge events are no longer active and triggered by the event dice for a calamity, as the calamity is now the new status quo.

faction turns

The guide can use this procedure to simulate the attempts of various factions in the world to gain and maintain power.

Each faction has a number of resources, such as "skilled artisans, ""spy network," or "well-trained troops."

A faction may set any number of agendas which are long-term goals. This may be something like, "build a new road," "recruit new troops from among the villages," or "discover incriminating secrets about the ruler of an enemy nation." For each agenda, create a tracker which indicates how many successes will be needed to achieve that agenda.

Each downtime turn (though this is best down by the guide between sessions), factions can take actions to advance their agendas.

First, they allocate any relevant resources to the advancement of their agendas. Next, they may also allocate any relevant resources to oppose or aid the agendas of any other factions.

A faction rolls a d6 + the number of relevant resources - the number of resources opposing them.

If they roll a 6 or higher, they mark a success on the agenda tracker. If they roll a 12 or higher, they mark two successes, and so on.

If they roll a 0, they lose a resource. If they roll -6, they lose 2 resources, and so on.

Lost resources are destroyed, or captured by opposing factions, depending on the circumstances.

A faction that fulfils an agenda gains a new resource.

Factions can gain and lose resources through the actions of errants during play.


basic procedure

Most downtime activities that require progress to be tracked in some way use the following procedure:

First, set a tracker for the number of successes an activity requires.

An errant may use their downtime action to attempt to make progress on this activity. Note that they must describe an adequate method of accomplishing this activity. If the errant does not have the necessary resources required to do such an activity, whether it be money or some other such resources (for example, if attempting to set up a drug trade, they would need prior access to a reliable source of drugs) they can not attempt the action.

When an errant attempts to make progress on a downtime activity, they roll 2d6, plus any appropriate situational modifiers, whether they be positive (expenditure of extra resources, clever method or approach, character skill) or negative (unreliable resources or otherwise poor fictional positioning). Situational modifiers should not exceed in total +/-3.

  • 10+ means that the errant is successful in their activity, and may mark progress on the tracker.

  • 7-9 indicates that either a complication or setback has occurred which must be dealt with before further progress can be made, or that partial progress has been made; in the case of partial progress, a success is not marked on the tracker, but the next time the errant attempts this activity, it will be automatically successful.

  • 6 or lower indicates that the errant was unsuccessful in their endeavour, and no progress is made.

Many procedures for specific actions follow, but you can use this basic framework to accommodate anything the players may wish to do during Downtime, be it learning a new language, being sworn into a secret order, changing alignment score, engaging in spiritual struggle with a cursed blade, etc.

Use the following as a guideline for the number of successes required for an activity to be successful:

  • 1 – Minor Advantage

  • 3 – Significant Advantage

  • 5 – Campaign Goal

  • 7 – Major Campaign Goal


A setback indicates that some complication has arisen which is stymieing an errant's progress on their goal or renders an errant's asset unusable. For example, if an errant's estate is suffering a setback, some problem is rendering it uninhabitable till dealt with.

When an errant's estate, institution, infrastructure project, or domain suffers a setback, they gain XP equal to its current base investment cost (e.g. if an errant is attempting to advance their tier 3 institution to tier 4 and they suffer a setback, they gain XP equal to the base investment cost of a tier 3 institution: 2500); if multiple errants are invested, they all gain XP equally.

A setback can be cleared by dealing with it directly in play. If a setback is rolled at the beginning of a downtime turn, the errants may choose to suspend taking their downtime turn actions to deal with said setback; when they return, the event die should not be rolled again.

A setback may also be dealt with by spending a downtime turn action. It is up to the guide's discretion depending on the specific nature of the setback whether simply taking the action will suffice to deal with it, if a check is required, or whether expenditures of resources are necessary; a guide may also rule that due to the nature of the setback, it can not be dealt with abstractly through downtime turns and must by handled by the errants directly.

As a general guideline, if an institution, infrastructure project, or domain suffers a setback, it can be cleared by taking a downtime turn and spending half the current base investment cost.

passing time

Many downtime activities presuppose an errant having access to some resources, whether it be money, an opportunity to capitalise upon, or both.

However, should an errant find themselves lacking the resources or inclination for more involved activity, they may simply narrate as their downtime turn action how they are passing the time.

The guide is encouraged to give a small bonus to the errant, perhaps pending a check, based on the activity the errant describes.

For example, an errant that spends a downtime turn engaging in foot races may gain the ability to roll an extra movement die once in between downtime turns; an errant that spends their downtime turn studying the signs of local wildlife may choose to treat a roll of encounter on the event die as an event sign instead, once in between downtime turns, and so on.



When a downtime turn begins, all errants restore HP up to their maximum, and any archetype based resources such as jettons or favour are restored.

If the company takes multiple downtime turns in a row, they only restore HP and other resources during the first downtime turn they take.


Gathering specific information involves concerted effort, listening in the right places, and asking the right people. However, as a matter of course of spending time in any settlement, the natural dross which drips from wagging tongues will be overheard. Though such knowledge is likely nonsense and best disregarded, they may contain a kernel of truth; regardless, such rumours provide excitable errants with leads for questing and adventure to follow.

At the start of a downtime turn, the company hears a rumour.

shopping & socialising

During a downtime turn, an errant is free to make any purchases of generally available items, as well as make any minor social calls that they wish without spending their downtime action.

Purchases more involved, such as hunting down a specialty item, or interactions more intensive, such as attempting to advance one's relationship or gather information, will generally take an action.


During a downtime turn, errants are able to throw a funeral for their fallen comrades, provided that a body is available to bury. This does not take an action.

For every 10p an errant spends commemorating a dead errant’s life, whether that be through funding their funeral service, erecting statues of the deceased, commissioning poems or artworks in their honour, or otherwise, they can ‘purchase’ 1 XP from their dead comrade.

conspicuous consumption

After an errant has taken their action for the downtime turn, they may choose to engage in conspicuous consumption. Such frivolous expenditure is the most common way to waste money for the purposes of gaining XP.

There are four types of conspicuous consumption an errant can engage in:

  • Carousing (PHYS) - partying, substance abuse, orgies, and rodomontade.

  • Frippery (SKILL) - haute adornments and fashions, sumptuous epicureanism and gourmandizing, fads and trends.

  • Do-Goodery (PRES) - needless philanthropy, moral crusading and outrage, doomed, futile, or otherwise ineffectual causes.

  • Obscurantism (MIND) - sophistry, obsessive and trivial research, supreme pretension.

An errant describes how they are engaging in their particular form of conspicuous consumption, and rolls a die and multiplies the result by a set amount to see how much money they waste.

An errant can invoke a relevant institution to increase their roll amount by the institution's tier (e.g. if an errant is gambling, and they or a company member own a tier 3 gambling house, they may elect to gain a +3 bonus to their conspicuous consumption roll).

The die size and multiplier is determined by settlement type.

  • Hamlet – d4 * 200

  • Village – d6 * 400

  • Town – d8 * 600

  • Cities – d10 * 800

  • Metropolis – d12 * 1000

If the result of a conspicuous consumption roll would result in an errant spending more money than they currently have, they are indebted to someone for the surplus.

If an errant spends more money on a conspicuous consumption roll than they have, they make a check using the appropriate attribute for the type of conspicuous consumption engaged in with, a dv equal to the result of their roll. On a failure, they roll on the table below.

1Something gets burned down or destroyed. Roll a d6 to see how bad it was. On a 1, confined to a single building, on a 6, a large chunk of the settlement has gone up in flames. Future conspicuous consumption rolls receive a penalty equal to the d6 roll till its been repaired. Roll another d6 to see who knows that you're the cause of the fire: on a 4 or lower, just the party knows, on a 5, a blackmailer knows, on a 6, EVERYBODY knows.
2. Beaten and robbed: lose half HP and all items in inventory.
3. Magical affliction: someone or something has put a curse on you, or transformed you into an animal.
4. You’ve gotten into legal trouble. You’re due to appear in court. Roll a d6 to see how bad the charges are.
5. You’ve contracted a disease or infection.
6. You’ve made an enemy; a random NPC now hates you. Lower your relationship with them by d6 points.
7.You’ve insulted a local person or organization of import. Lose d4 points of reputation with the faction they belong to.
8.You wake up in a random adjacent hex, stark naked, in someone or something’s house/lair. Your friends have all your stuff. Roll a reaction roll for your host.
9. You get into a brawl. Lose d6 HP.
10. You’ve got a hangover. All rolls for next 2 travel turns have DV+2
11. You’ve made a pact with a god, devil, or some other supernatural power, and have been tasked to undertake a quest for them.
12. You’re betrothed. Calling off the marriage will incur the wrath of the family or your scorned lover. If you’re already married, this could get messy.
13. You’ve earned a reputation as a gadabout. Your next conspicuous consumption roll will be doubled.
14. You’ve gotten a new tattoo or some other bodily alteration. Roll a d6 to see how bad it is: on a 1, its actually pretty cool, on a 6, its offensive to EVERYONE (-2 to all reaction rolls while you’re in the party).
15. You’ve made an ass of yourself. No one will take you seriously until the next downtime turn.
16. You’ve been initiated into a cult, secret society, or some other organization. They expect great things from you.
17. You make a discovery or hear a rumour of some sort.
18.You’ve impressed someone, made an ally, or attracted a follower/retainer.
19. You have a windfall. Receive half the money spent on conspicuous consumption back.
20. You make an advancement. Appropriate attribute score increases by 1.


Given that errants have one of the shortest expected lifespans in the natural world, no creditor will guarantee a debt to any individual errant. Instead, the debt of the entire party is held cumulatively.

At the start of every downtime turn, the remaining amount owed by the company doubles.

Creditors are nasty, unscrupulous sorts, and there are sure to be ramifications for failing to honour one's debts.


Rather than account for every expenditure and income an errant accrues during downtime, a simplified method is used to avoid such tedious book-keeping.

When a downtime turn ends, whatever remaining money an errant has is halved to pay for lifestyle expenses. If the company is taking multiple downtime turns in a row, only pay for lifestyle expenses on the last downtime turn they take.

This sum may seem large, but it represents errants living at the very edge of their means, as well as all other expenditures such as taxes or managing any institutions, estates, or domains that they may have.

If an errant has an accountant on retainer, they only pay a quarter of their money for lifestyle expenditures.



If there is a suitable trainer in the settlement the errant is taking a downtime turn in, and they have agreed to train the errant, they may attempt to improve one of their attributes with their downtime action.

To improve an attribute, 5d4 are rolled and the lowest die result is dropped from the total. If the total is higher than the current attribute being trained, it improves by one.

An attribute cannot be trained higher than the trainer’s attribute (e.g. if the trainer has a SKILL of 15, an errant training under them could only improve their SKILL up to 15).

The first time an errant attempts to improve an attribute costs 1000 pennies. Every additional training attempt doubles the cost; so 2000, then 4000, then 8000, and so on. This amount is cumulative across all attributes (e.g. if an errant's first attempt at training was to improve their SKILL, they would pay 1000p; if during the next downtime turn they attempted to improve their PHYS, they would pay 2000p).


An errant can learn a trade, such as smithing, fletching, or cooking.

An errant begins as a layman in any given trade.

To attempt to learn a trade, an errant pays the requisite fee and rolls 2d6 plus any applicable bonuses for extra expenditures (each extra 25% of the learning cost adds +1) or situational bonuses, to a maximum of +3. Each attempt takes a downtime action.

10+Your training attempt is successful.
7-9Treat your next training attempt as an automatic success.
6 or lowerNo progress is made.

To become an apprentice in a given trade, they must find a trainer who is of apprentice level or higher in their chosen trade. The tracker to be certified an apprentice in a trade requires 1 success. Training to become an apprentice costs 2000p per learning attempt. An errant that is certified as an apprentice may make crafting rolls for items related to their trade. Any items produced are of shoddy quality.

To become a journeyman in a given trade, they must find a trainer who is of journeyman level or higher in their chosen trade. The tracker to be certified a journeyman in a trade requires 2 successes. Training to become an apprentice costs 4000p per learning attempt. An errant that is certified as a journeyman may make crafting rolls for items related to their trade with +1 to their roll. Any items produced are of standard quality.

To become a master in a given trade, they must find a trainer who is of master level or higher in their chosen trade. The tracker to be certified a master in a trade requires 3 successes. Training to become an apprentice costs 8000p per learning attempt. An errant that is certified as a master may make crafting rolls for items related to their trade with +2 to their roll. Any items produced are of masterwork quality.

To become a legendary artisan in a given trade, they must find find a legendary artisan who is willing to pass their mantle on. The errant will be tasked with completing three significant quests, each to recover a specific item component, which they will craft into a wondrous item. Once this has been done, the errant receives the title of legendary artisan. They make crafting checks at +3, and are capable of crafting further wondrous items.


Certain people in the world know special techniques and abilities, known as talents, which can be taught. These people are rare, and often tied to particular factions or special individuals, who will agree to teach them only to those who have the highest reputation or relationship with them.

To attempt to learn a talent, an errant rolls 2d6 plus any applicable bonuses the guide deems appropriate (if an errant's archetype is relevant to the talent being learned, they may add their renown divided by 3 to the roll), to a maximum of +3. Each attempt takes a downtime action.

10+Your training attempt is successful.
7-9Treat your next training attempt as an automatic success.
6 or lowerNo progress is made.

A talent requires 3 successes to learn. An errant that fails a total of 3 times while attempting to learn a talent is refused further training by their trainer.


Animals can be sorted into 3 categories.

  • Feral: wild members of domestic animal species. Training attempts cost 250p each.

  • Wild: non-domesticated animal species. Training attempts cost 500p each.

  • Exotic: monstrous or supernatural animal species. Training attempts cost 1000p each.

Training an animal takes a downtime action. To attempt to train an animal, the errant rolls 2d6 plus any applicable bonuses the guide applies depending on their method, to a maximum of +3. Expertise in animal handling adds +2 to the roll, while mastery adds +3. Improper training methods may penalize the roll, to a maximum of -3.

10+Your training attempt is successful.
7-9Treat your next training attempt as an automatic success.
6 or lowerNo progress is made.

An untamed animal must first be tamed before it can be taught any commands. Taming a feral animal takes 1 successful training attempt, a wild animal takes 2, and an exotic animal takes 3. If an errant fails a total of 3 times while attempting to tame an animal, it can not be tamed.

Once an animal has been tamed, determine an animal's morale as you would a retainer's; deviants with proficiency in animal handling may base morale determination off of their SKILL rather than their PRES.

Tamed animals will obey basic commands, and if they have any special actions according to their species, can perform those.

If an animal has attack options it can be perform, treat it as a henchman for the purposes of retainer limits.

An animal can be taught to obey specific commands or new actions and abilities. To do so the errant describes what they wish to teach the animal, and the guide will set an appropriate tracker for the number of successes. If an errant fails a total of 3 times while attempting to teach an animal a new command, it can not be learn that command.



Any errant can attempt to customize or personal items with a downtime action. To do so, they pay half the cost of the item for materials, and roll 2d6. Specific customizations may require the errant to have found specific materials during play. Bonuses for being trained in a relevant trade or for extra expenditures may apply.

When tinkering, the errant chooses which category their stated modifications fall under.

  • Durable - the item is made stronger or more resistant to damage.

  • Sophisticated - the item is made more aesthetically pleasing, more complex, or gains additional functions.

  • Efficient - the item is made quicker to use, deploy, or recover.

  • Potent - the item is made stronger or more effective at its primary function.

However, customizing an item this way causes the item to also receive an attendant drawback.

10+Errant chooses the drawback.
7-9Guide chooses the drawback.
6 or lowerThe item receives a drawback but no modification.

The drawback chosen can not be the inverse of the modification (e.g. an item modified to be durable can not be frail).

  • Frail - the item becomes more delicate, fragile, or high maintenance.

  • Crude - the item becomes less aesthetically pleasing, simpler, or worse at tasks that aren't at its primary function.

  • Unwieldy - the item becomes cumbersome, slow, or laborious to use.

  • Diminished - the item becomes weaker or less effective at its primary function.


An errant that is at least an apprentice in a given trade can make items related to their trade.

To do so, they initially pay half the base price of the item they are attempting to craft, representing the cost of materials, hired help, and so on.

They then roll 2d6, plus any bonuses from their trade. Each attempt takes a downtime action.

10+Your crafting attempt is successful.
7-9Treat your next crafting attempt as an automatic success.
6 or lowerNo progress is made.

For each 2000p of the base cost of the item, one success is needed when crafting (e.g. plate armour, costing 4000p, would require 2 successes).

wondrous items

A wondrous item exceeds the quality and rarity of a masterwork item; it is instead a unique piece of craftsmanship, specifically commissioned for its bearer, forged from remarkable materials, and wrought by the hand of a legendary artisan.

To commission a wondrous item, a legendary artisan must be found and convinced to accept a commission. Doing so is an adventure in and of itself.

Next, remarkable materials must be furnished. These are rare items with history behind them, whether it be the scales of a great wyrm, or the wood of an ancient tree struck by lightning. Between 1 to 3 remarkable materials can be given to construct a wondrous item.

The base cost of a wondrous item is 4 times that of its regular cost. The legendary artisan must be paid this amount as a commission fee.

After these steps have been taken, the wondrous item will be ready after 1 to 3 downtime turns, depending on how many remarkable materials were used in its creation.

Once the wondrous item has been received, its bearer must name and describe the item.

Wondrous items confer benefits to the wielder, though not fully at the level of a true magical item. Treat it as though the item had received 1 to 3 tinkering modifications (depending on the amount of remarkable materials furnished), but with no downsides.

If an errant has reached the level of legendary artisan themselves, they may craft wondrous items of their own accord; they must still find remarkable materials to craft it with. Otherwise, it follows the same procedure for crafting regular items.

A wondrous item, though not magical, contains the spark of magic within it. It counts as magical for the purposes of damage resistances, and may in time become a magic item or grimoire.

magic items

When a wondrous item is used in the enacting of some great deed, whether it be the slaying of a great beast, a daring heist, or a contest of skill & wit, its magic is kindled. The Guide has the final say on whether an event is worthy of kindling them magic of a wondrous item.

When such magic is kindled, the errant and the Guide may both propose what the magic of such an item is. The magical effects are influenced by the remarkable materials used to craft the item, the personality and intentions of both the artisan and the wielder of the item, as well as, most significantly, the deed that kindled its magic.

As a general guideline:

  • If the item is a weapon or piece of armour, it receives a plus bonus equal to the number of remarkable materials used to craft it.

  • The magic item receives a number of powers equal to the number of remarkable materials used to craft it.

  • The magic item receives between 1-3 additional powers based on the greatness of the deed which kindled its magic.


During a downtime turn, as an action, an errant can attempt to turn an alchemist's kit and all the components within it into an alchemical item.

Doing so requires a SKILL check. Each component within the alchemist's kit increases the DV of the check by 1.

An alchemical item can be created in a variety of mediums:

  • Incense - Inhalable. DV+2 to create.

  • Oil - Topical. Can be used to coat a weapon (lasts for 10 attacks) or a quiver of ammunition.

  • Pill - Ingestible. Does not take up any item slots. DV+4 to create.

  • Potion - Ingestible.

  • Powder - Ingestible (water soluble) or Inhalable (if blown; fills an area 5 feet square, dissipates in 1 initiative turn).

  • Wafer - Ingestible. Consuming counts as eating a Ration. DV+1 to create.

A created alchemical item takes up 1/4 slot per component used to create it. It has a depletion of 1.

Each component used to create an alchemical item contributes its effect to that item. For example, the nails of a ghoul have a paralyzing effect. The gills of an ambrosia mushroom have a healing effect. An alchemical item made with both components would have a paralyzing and healing effect.

If an effect would deal damage, it deals d4 damage; if an effect would heal, it heals d4 HP; if the effect would require a saving throw to avoid, the DV for the saving throw is 2; if an effect has a duration, it is 1.

For each additional component beyond the first in an alchemical item that contributes the same effect, increase the damage or healing by 1 die step, the DV of a saving throw by 2, and the duration by 1.

Alchemists can be hired to make alchemical items in lieu of an errant. An alchemist has a SKILL of 14 for the purposes of alchemy checks. Additional alchemists hired to aid in the creation of an alchemical items reduce the DV of alchemy checks by 2 each.


Solving grimoires

If an adequate solution to a grimoire's learning condition can not be found during normal play, an errant can spend their downtime turn action attempting to solve the grimoire.

To do so, they make a MIND check with a DV of 8 minus their Renown. If they are successful, they have solved the grimoire and learned the sorcery within; on a failure, the DV for attempting to solve the grimoire increases by 1.

The Guide may lower the DV for the check depending on the resources or method of the errant.

clearing pacts

In lieu of completing a pact directly during normal play, an errant can spend their downtime turn action attempting to resolve the pact.

Resolving a pact requires a PRES check, with a DV of 2 per doctrinal level of the miracle performed which caused the pact to be made (e.g. a pact resulting from a third doctrine miracle would have a DV of 6).

The Guide may lower the DV for the check depending on the resources or method of the errant.

creating new sorceries & grimoires

As a downtime turn action, an errant that has the ability to cast sorceries can change the nature of the sorceries stored within their grimoires.

To do so, they select two grimoires in their possession. They may then swap the effect and sphere between the selected grimoires, and devise a new sorcery to be contained within each grimoire.

A wondrous item made with at least two remarkable material can be turned into a grimoire. In this case, the errant may choose among any of the effects and spheres contained within grimoires of their possession, and apply them to newly created grimoire; this does not affect the existing grimoires in any way. Doing so still takes a downtime turn action.


Rituals encompass everything from brewing homunculi in vats to setting a magical ward on one's domicile to cursing a region with pestilence.

A ritual must be performed by an errant with the ability to either cast sorceries or perform miracles.

To begin a ritual, grimoires must be offered, which will be consumed and destroyed. Favour points may also be offered, which will be removed from the pool of the errant who offered them.

The errant defines the nature of the ritual: its effects, its location, and its duration. The parameters of the ritual are defined by the grimoires and favour offered. Its effect can incorporate any of the effects, spheres, or themes of any of the grimoires offered to perform the ritual. For each favour point offered, it can also incorporate one interpretation of an eminence of the covenant to which the errant that offered favour points belongs to.

Based on the effect, location, and duration of the ritual described, the guide sets a tracker for how many successes will be required for the ritual to be completed.

To attempt to enact the ritual, an errant spends a downtime action and rolls 2d6. They may add their renown divided by 3 if they are of the zealot or occult archetypes.

10+Your ritual attempt is successful.
7-9The ritual requires some new offering to be acquired or some task to be undertaken before it can be continued.
6 or lowerNo progress is made.

If an errant fails a total of 3 times while attempting to enact a ritual, it fails.


Alignment does not describe personality, or psychology, or behaviour. It has nothing to do with morality as such.

Law and Chaos are metaphysical forces in the multiverse, endlessly in conflict. Your alignment represents which side of this conflict you have sided with. This is a metaphysical choice, and changes the very nature of your soul.

Law is order, structure, civilization, sacrifice, and the collective. Chaos is disorder, entropy, possibility, self-interest, and the individual. Neutrality is to either understand the Balance necessary between Law and Chaos or to have no stake in the conflict either way.

Your alignment is represented by a position along this continuum

L3 – L2 – L1 – N0 – C1 – C2 – C3

L3 being extremity of Lawful and C3 being extremity of Chaos. errants start the game at alignment N0, except for errants of the zealot archetype who may start at alignment L1 or C1 depending on the alignment of their Covenant.

Your actions can shift your alignment score up or down, depending on the guide’s ruling. Note that the closer a character gets to either extreme of the alignment scale, the more significant an action must be to change an errant's alignment further towards Law or Chaos.

If your alignment is C1 or higher your soul registers as Chaotic for the purposes of magical effects, you can speak language of Chaos, and the reaction rolls of all Chaotic characters increase by 1 for each point Chaotic alignment, and reaction rolls of all Lawful characters decrease by 1 for each point of Chaotic alignment.

If your alignment is L1 or higher, your soul registers as Lawful for the purposes of magical effects, you can speak the language of Law, and the reaction rolls of all Lawful characters increase by 1 for each point of Lawful alignment, and reaction rolls of all Chaotic characters decrease by 1 for each point of Lawful alignment.

Only one character in the company's alignment can affect a reaction roll; modify the reaction roll by the alignment of the most extremely aligned character.

When the alignment of characters in the company conflict for the purposes of reaction rolls, modify the reaction roll by the alignment that would impact the reaction roll most negatively.

Certain factions will require you to be of a certain alignment to ally with them or increase your reputation with them past a certain point.

If a zealot is no longer in alignment with their covenant, they cannot perform miracles until they realign themselves with their covenant.

Characters of extreme alignment either way may be contacted by or truck with the forces of Law or Chaos. Characters of alignment L3 or C3 may be appointed as a champion of Law or Chaos.


legal trials

In the case that legal disputes are resolves via trial before a judge, jury, or similar, rather than some other method such as by combat or feline, the following procedure may be used.

When a case is brought before the party, make a reaction roll (of, if the offended party is a faction the errants have a reputation with, the reputation score of the errant with the highest such with said faction), modified based on available evidence, severity of the crime, bribes made to the court, jurists on retainer and so on. The sum total of these modifiers should not exceed +/-3.

From this point, run the legal trial as a negotiation as normal.

If an errant wishes to bring a legal case to bear on someone else, they may do so as a downtime action. To do so, they roll 2d6 plus the amount of jurists on retainer, and any other relevant modifiers, though not exceeding +/-3 in total.

10+The case is successful.
7-9Further evidence or action, or some other form of direct intervention by the errant, is necessary before the case can proceed any further.
6 or lowerThe case fails.


The long-term gathering of information, whether that be researching esoteric tomes, gathering rumours from a whisper network, or spying on a duke, is handled via investigations.

To start an investigation, an errant requires a source. Whether this be access to a vast library, a coalition of friendly street urchins, or an agent disguised at court.

The errant then formulates a query which an investigation into the source can answer.

The Guide sets a tracker for how many successful attempts will be required to answer the query completely. Each successful attempt reveals a portion of information that answers the query, with each success revealing deeper information, until the final success closes off the answer.

Making an investigation attempt is a downtime action. To do so, an errant rolls 2d6. Having additional corroboratory sources of information, as well as sages and spies on retainer if their expertise is applicable, add +1 to the roll to a maximum of +3. Poor sources of information can impose a penalty to the roll, to a maximum of -3.

10+The investigation attempt is successful, and a piece of information is revealed.
7-9An obstacle impedes further progress in the investigation. Perhaps a new source of information is required, or a specific task or undertaking must be completed, to continue the investigation.
6 or lowerThe investigation attempt fails.

A scholar with relevant training in investigating the subject of your query can be hired to conduct investigations, making investigation attempts in lieu of an errant.


If an errant wishes to spread information of some sort, whether it be disseminating false rumours or championing their glorious deeds, it can be handled by making a proclamation.

Two components must be specified: the contents of the proclamation, and who the intended recipients of the proclamation are.

Based on the difficulty of having the target receive the information, the Guide sets a tracker for how long the proclamation will take to reach them. Having a proclamation reach almost everyone in a City (a tier 4 settlement) would take 4 successes. Having a proclamation reach the ear of the monarch of the nation may take 6 successes if the errant is a lowly gutterborn thief or 1 success if they are an exultant with the ear of the court. Each success means the proclamation spreads closer to your target, with intermediaries on the information chain being made aware of it.

Making a proclamation attempt is a downtime action. To do so, an errant rolls 2d6. Each definite article of proof substantiating the proclamation adds +1 to the roll, as does each bard on retainer, to a maximum of +3. Unsubstantiated, exaggerated, or false claims may impose penalties on the roll, to a maximum of -3.

10+The proclamation attempt is successful.
7-9The proclamation is met with scepticism, is distorted in some way, or reaches unintended targets. Directed efforts at setting the record straight or substantiating the claims must be made before the proclamation can continue.
6 or lowerThe proclamation attempt fails.



An errant's relationship with an NPC is described by their relationship score. This score can be adjusted freely by the Guide at any time based on the interactions between the errant and the NPC.

Once a relationship score has been set, the disposition of that NPC in an encounter will be set at the relationship score between them and the errant in the company with whom their score is either highest or lowest, at the Guide's discretion.

Relationship scoreDescriptionEffects
2 Bitter foes. 
9 Acquaintances.Will perform small and costless courtesies.
10Associates.Will perform minor favours, at a cost.
11Friends.Will perform major favours, at a cost; If the NPC belongs to a faction, and they have enough pull, the errant gains +1 to reputation with that faction.
12Confidants.Will undertake great sacrifice, at a cost; If the NPC belongs to a faction, and they have enough pull, the errant gains +2 to reputation with that faction.

If utilizing the relationship for a favour comes at a cost, the NPC will perform that favour, but it will either lower their relationship score with that errant by 1 or the errant must provide some commensurate service to the NPC. An NPC will do any favours below the type which comes at a cost freely (e.g. an NPC whom an errant is friends with will do minor favours freely, within reason).

An errant can also attempt to change their relationship score with an NPC as a downtime action. To do so, they must specify whether they wish to move their score up, or down, and how they are doing so. To progress to either extreme of a relationship will require progressively more significant actions.

They then roll 2d6, with the Guide applying any relevant modifiers based on the situation, though not exceeding +/-3 in total..

10+The relationship score changes by 1 in the direction specified.
7-9The errant must complete some task before the relationship can change.
6 or lowerThe relationship remains unchanged.


The company's relationship with a faction is described by their reputation score. This score can be adjusted freely by the Guide at any time based on the interactions between the errant and the faction.

Once a reputation score has been set, the disposition of NPCs within that faction in an encounter will be set at the reputation score of the company with that faction.

Relationship scoreDescriptionEffects
2 Hated. 
9 Accepted.Will perform small and costless courtesies.
10Liked.Minor favours, at a cost. The company gains access to any faction specific items available for sale.
11Respected.Major favours, at a cost. The company gains access to any faction specific trainers.
12Loved.Will undertake great sacrifice, at a cost. The company gains access to any faction specific talents.

If utilizing a reputation for a favour comes at a cost, the faction will perform that favour, but it will either lower the reputation score by 1 for the company or the company must provide some commensurate service for the faction. A faction will do any favours below the type which comes at a cost freely (e.g. a faction which respects the company will do minor favours freely, within reason).

An errant can also attempt to change their company's reputation score with a faction as a downtime action. To do so, they must specify whether they wish to move their score up, or down, and how they are doing so. To progress to either extreme of a relationship will require progressively more significant actions.

They then roll 2d6, with the Guide applying any relevant modifiers based on the situation, though not exceeding +/-3 in total.

10+The reputation score changes by 1 in the direction specified.
7-9The company must complete some task before the relationship can change.
6 or lowerThe reputation remains unchanged.



An expedition is used to extract resources from or settle an area.

Before an expedition can be mounted, the area must be cleared by the company. Whether this is emptying all of the monster lairs within a hex, negotiating a treaty with the inhabitants of that area, or obtaining title to settle lands from a ruler.

Once the area has been cleared, an expedition can be sent to secure it via patrols. Attempting to secure one area, whether that is a hex or a dungeon level, takes one downtime turn.

Mountain an expedition to secure an area requires at least one mercenary squad to be deployed.

Once an expedition has been deployed, roll 2d6 to determine its success. Add additional mercenary squad deployed adds +1 to the roll, up to a maximum of +3 for fielding a full company.

10+The area is secured
7-9The expedition runs into a complication that must be dealt with before the area can be secured, such as encountering a monster lair or a dispute with the locals, or supply route collapse.
6 or lowerThe expedition fails to secure the area.

When securing an area, mercenaries are paid battle wages. In addition, each squad needs 80 provisions a month, as well as a secure supply route to convey said provisions.

Provisions cost 10 pennies for a day's worth of food, water, and other sundries, and when purchased reduces a settlement's available supply by 4 for the purposes of determining inflation. 1 provision takes up an item slot.

Once an area is secured, mercenaries can set up and hold a base camp. While holding a base camp, mercenaries are paid regular wages, and only need 40 provisions a month. A base camp can be held for 6 downtime turns, after which the mercenaries will start making morale checks to see if they continue to hold the area.

Once a base camp has been established, the area can be surveyed, which requires a surveyor. Surveying an area takes 1 downtime turn and will reveal all the resources in an area, as well as any hidden features.

Once an area has been surveyed, labour efforts such as extracting resources or building estates can occur, so long as the base camp continues to hold.

1 labourer can extract 250p value of resources per downtime month. They can construct buildings at the normal rate.

Surveyors, labourers, architects, and any other retainers in a base camp need 6 provisions a month.


To build personal estates, once the land to do so has been acquired, whether via expedition or some other means, the errant must pay for both the cost of construction of any buildings which make up their estate and hire labourers.

Construction time is determined by the costs of construction. Each labourer can construct up to 250p of value per downtime turn. Having an architect attached to a construction project doubles the rate of construction.

Each building comes with furnishings of appropriate value relative to the structure. If the errant wish to improve the quality of construction and furnishings, they may pay double the cost of the building. They may do this as many times as they wish, each time doubling the cost further,

If the errant wants to add anything into the structure which requires special craftsmanship, such as traps, secret doors or passageways, ornate decorations, etc. it adds 1000 pennies to the cost of the structure per specific object.

Building special rooms, such as a library, laboratory, or shrine, each cost 5% the initial cost of the building, and are of a quality of appropriate value relative to the structure.


Errants can found settlements or increase the size of existing settlements by making investments into infrastructure.

To found a hamlet, the area it is to be built in must be secured and surveyed, and an estate of at least 2000p in value built from which the hamlet can be organized around.

Founding a hamlet requires it to be constructed, using the same process as constructing an estate. The cost of construction of a hamlet is 5000p.

To change the settlement type of an existing settlement, no labourers are required. However, the settlement in question must have a route , either by land, water, or some other method, between it and other pre-requisite settlements.

A tracker is set for the number of successes needed to advance a settlement to the next tier. The number of successes is equal to the tier being advanced to (e.g. expanding a hamlet to a village requires 3 successes).

Attempting to improve infrastructure takes a downtime action. To do so, an errant pays the base investment cost for the settlement type they are attempting to advance to, and rolls 2d6, with bonuses applying for extra expenditures and established institutions within the settlement. These bonuses can not cumulatively exceed +3.

An errant only needs to pay the base investment cost (plus any bonus expenditures) during the first attempt they make. Successive attempts to progress the track do not require payment.

10+A success is marked on the tracker.
7-9A setback occurs which prevents further infrastructure development until it is dealt with. This may be that settlement may not have adequate resources, such as food or water, to expand, or the settlement's expansion infringes on settled territory, or the lair of a monster or a dungeon is uncovered.
6 or lowerNo progress is made.

The base investment costs for each settlement type are listed below, as well as any pre-requisites.

SettlementBase Investment CostBonusesPre-requisites
Tier 1 - Hamlet5000pNo roll necessary.Area cleared and secured.
Tier 2 - Village20,000p+1 for each additional 5,000p spent. +1 to the roll for each tier 1 institution owned by the company in the settlement.Must be connected to 2 hamlets.
Tier 3 - Town80,000p+1 for each additional 20,000p spent. +1 for each tier 2 institution owned by the company in the settlement.Must be connected to 2 villages.
Tier 4 - City320,000p+1 for each additional 80,000p spent. +1 for each tier 4 institution owned by the company in the settlement.Must be connected to 2 towns.
Tier 5 - Metropolis1,280,000p+1 for each additional 320,000p spent. +1 for each tier 6 institution owned by the company in the settlement.Must be connected to 2 cities.


An institution is any form of organization or long term enterprise. A teahouse, a ballet theatre, or a cult are all examples of institutions.

Institutions offer specific benefits to the errants who have invested in them. These are custom to each given institution. For example, investing in a stagecoach network might allow for more hirelings to be available for hire, and for henchmen of higher levels to appear in that settlement.

Institutions can be categorized into 7 different tiers. To found a tier 1 institution, an errant must have some kind of resource available that would allow them to begin operations. For example, if they wish to found a cult, they should already have a few followers committed to the cause. They can then spend 500p and take a downtime action to establish that institution in the settlement they are in.

Errants can also invest, partner in, or assume ownership of pre-existing institutions.

To advance an institution up a tier, if the pre-requisites for settlement type are met, an errant must describe their method for growing the institution. They then pay the base investment cost of the tier they are attempting to advance the institution to, and roll 2d6, with bonuses applying for extra expenditures, to a max of +3.

10+The institution advances to the next tier.
7-9A setback occurs which prevents further growth until it is dealt with. While the institution suffers from this setback, the errants are unable to benefit from this institution.
6 or lowerNo progress is made.

The base investment costs for each institution tier are listed below, as well as any pre-requisites.

InstitutionBase Investment CostBonusesPre-requisites
Tier 1 - Inconsequential500pNo roll necessary.Must be located in a hamlet or larger.
Tier 2 - Minor1000p+1 for each additional 500p spent.Must be located in a village or larger.
Tier 3 - Middling2500p+1 for each additional 1250p spent.Must be located in a village or larger.
Tier 4 - Major5000p+1 for each additional 2500p spent.Must be located in a town or larger.
Tier 5 - Influential10,000p+1 for each additional 5000p spent.Must be located in a town or larger.
Tier 6 - (In)famous20,000p+1 for each additional 10,000p spent.Must be located in a city or larger.
Tier 7 - Legendary40,000p+1 for each additional 20,000p spent.Must be located in a metropolis or larger.

To relocate an institution to another settlement, treat it the same as attempting to advance the institution a tier. If the roll is successful, the institution is now headquartered in the current location. The errants and guide can determine if it has relocated entirely, or left some auxiliary or franchise branch behind in the old settlement.

If an institution suffers a setback, the guide may choose to roll on this table for inspiration:

1Vicious rumours begin circulating about the institution.
2Rivals ramp up the competition, lowering prices or offering better services in an attempt to undercut the institution.
3The institution is sabotaged by a rival.
4The institution's methods, aesthetics, or products become widely imitated and emulated, to the point of oversaturation.
5The institution attracts attention from a criminal outfit, who attempt to muscle in or shake it down.
6The institution attracts unwanted legal attention or suspicion from the authorities.
7The institution faces a shortage of some material it requires to operate.
8The institution has drawn the outrage or condemnation of the public, or at least a very vocal portion of it.

A sample institution and its benefits at each tier follows, as an example.

The MurderwheelA rolling, spiked wheel that is a mobile vendor of weapons and armour. Converts into a discomfitingly small arena where customers can test their mettle.

1d6 shoddy weapons or armour pieces of rarity 3 or lower can be taken from the Murderwheel, once per downtime turn. These have no resale value, as no respectable vendor would ever purchase items from the Murderwheel.
2Once per downtime turn, d4 survivors of the Murderwheel can be recruited, as henchmen of renown 2.
3d8 average weapons or armour pieces of rarity 3 or lower can be taken from the Murderwheel, once per downtime turn. These have no resale value.
4Once per downtime turn, d6 survivors of the Murderwheel can be recruited, as henchmen of renown 3.
5d10 masterwork weapons or armour pieces of rarity 4 or lower can be taken from the Murderwheel, once per downtime turn. These have no resale value.
6Once per downtime turn, d8 survivors of the Murderwheel can be recruited, as henchmen of renown 4.
7Once every year, one weapon or armour piece taken from the Murderwheel will be a wondrous item.


Having accrued enough power, a company of errants may find themselves rulers of a domain.

This domain functions as any other polity in the game world, except for the important detail that the errants have direct control of it at the macro level, being able to set the code of laws, appoint NPCs to positions of power, and more.

Domains can be categorized into 10 tiers. A tier 1 domain is immediately founded once an errant has founded a hamlet.

Once a domain has been founded, it can be improved by investing money into it, so long as certain pre-requisites are met.

A tracker is set for the number of successes needed to advance a domain to the next tier. The number of successes is equal to the tier being advanced to (e.g. expanding a tier 2 domain to a tier 3 domain requires 3 successes).

Attempting to improve a domain takes a downtime action. To do so, an errant pays the base investment cost for the domain tier they are attempting to advance to, and rolls 2d6, with bonuses applying for extra expenditures and established institutions within the settlement. These bonuses can not cumulatively exceed +3.

An errant only needs to pay the base investment cost (plus any bonus expenditures) during the first attempt they make. Successive attempts to progress the track do not require payment.

10+A success is marked on the tracker.
7-9A setback occurs which prevents further domain improvement until it is dealt with. This may be civil unrest, the looming threat of foreign invasion, or a powerful beast that has begun to terrorize the land.
6 or lowerNo progress is made.

The base investment costs for each institution tier are listed below, as well as any pre-requisites.

Domain TierBase Investment CostBonusesPre-requisitesBenefits
Tier 10pNo roll necessary.Automatically achieved when first hamlet is founded.Has a 1-in-6 chance of providing any mundane item or service.
Tier 210,000p+1 for each additional 2500p spent.Domain must contain a ruler's estate worth at least 5000p.Cleared hexes up 1 hex adjacent can be made part of your domain.
Tier 3 20,000p+1 for each additional 5000p spent.Domain must contain at least 1 village.Has a 2-in-6 chance of providing any mundane item or service. Able to field an army of 1d4*50 soldiers.
Tier 440,000p+1 for each additional 10,00p spent.Domain must contain a ruler's estate worth at least 20,000p.Cleared hexes up to 2 hexes adjacent can be made part of your domain.
Tier 5 80,000p+1 for each additional 20,000p spent.Domain must contain at least 1 town.Has a 3-in-6 chance of providing any mundane item or service. Able to field an army of 2d4*100 soldiers.
Tier 6 160,000p+1 for each additional 40,000p spent.Domain must contain a ruler's estate worth at least 80,000p.Cleared hexes up to 3 hexes adjacent can be made part of your domain.
Tier 7320,000p+1 for each additional 80,000p spent.Domain must contain at least 1 city.Has a 4-in-6 chance of providing any mundane item or service. Able to field an army of 2d4*500 soldiers.
Tier 8 640,000p+1 for each additional 160,000p spent.Domain must contain a ruler's estate worth at least 320,000p.Cleared hexes up to 4 hexes adjacent can be made part of your domain.
Tier 91,280,000+1 for each additional 320,000p spent.Domain must contain at least 1 metropolis.Has a 5-in-6 chance of providing any mundane item or service. Able to field an army of 2d4*2000 soldiers.
Tier 102,560,000+1 for each additional 640,000p spent.Domain must contain a ruler's estate worth at least 1,280,000p.Cleared hexes up to 5 hexes adjacent can be made part of your domain.

Mundane item & services refers to the chance that the domain can furnish with specific goods and services. Basic goods & services, like food or simple blacksmithing, can be assumed since these are necessities, but specialty items such as, say, siege weaponry, or spices, will require a roll.

If the roll is successful, the domain will always be able to provide that item or service. If the roll is unsuccessful, then that item or service can not be obtained until either the direct action is taken to make it available (e.g. by recruiting a skilled engineer, or establishing a trading route for spices), or until the domain increases in tier, whereupon it may be tested for again.

Domain armies are made up of citizens who will take up arms to protect their home, not career warriors. They can be kept out in the field for a number of months equal to the domain’s tier plus two.

Being rulers of a domain provides errants the status of dignitaries in lands where their domain’s sovereignty is respected.

If an has left the immediate territories where their domain is known, test the domain’s renown as you would an errant's, treating its tier as its renown.